////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ORBITER 4.0 (3D) - SOUND CONFIGURATION FOR VESSEL CLASS
// -------------------------------------------------------
//
// IMPORTANT NOTE:
//
// -Line with '//' before are commented (inactive), uncomment and set value if you want to use them.
//
// -Sound configuration filename can be found in "Orbiter/OrbiterSound_Log.txt"[B][COLOR="Blue"]. Y[/COLOR][/B]ou'll
// have a message "Info: No sound config found for class: XXXXXX". Create and name your file
// "XXXXXX.cfg". If you replace sounds[B][COLOR="Blue"],[/COLOR][/B] "XXXXXX" will be also the name of the folder that must
// contain your wavs[B][COLOR="Blue"]. ie[/COLOR][/B]: "Orbiter/Sound/_CustomVesselsSounds/XXXXXX/".
//
// -This config file have higher priority over programmation and user settings. ie: [B][COLOR="Blue"]y[/COLOR][/B]ou can therefore
// overwrite one addon's C++ settings and sounds and also user's settings.
//
// -Make sure to read each section's header[B][COLOR="Blue"]; they[/COLOR][/B] explain all you have to know about parameters.
//
// -If you have any problem (eg: sound not playing) remember to take a look in OrbiterSound's log
// located in the main Orbiter's director[B][COLOR="Blue"]y ([/COLOR][/B]OrbiterSound_Log.txt)
//
// -Good sound[B][COLOR="Blue"]s[/COLOR][/B] can enhance the visual by 200%, so take time and test, test and test again.
//
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
//DISPLAYDEBUGHELP =true // This write many info in the OrbiterSound_Log.txt to help you
// deve[B][COLOR="Blue"]l[/COLOR][/B]oping your sound addon: [/COLOR][/B]c[/COLOR][/B]amera offset, parameters found etc.
// A screen display "SOUND DEBUG ON" show to recall to disable this
// display before release.
/////////////////////////////////////////////////////
// General option for vessel
// -------------------------
// While som[B][COLOR="Blue"]e s[/COLOR][/B]ettings are very usefull some make sense only
// into C++ SDK because for example disabling main thrust is
// used by authors to play manually custom engines (which you cannot do).
// In anyway here they are all, even the useless might prove their utility in the future.
// Note: -parameters have the same name than in C++ SDK
// -Those setting overwrite C++ SDK and user's setting.
/////////////////////////////////////////////////////
PLAYCOUNTDOWNWHENTAKEOFF =false // the countdown of apollo11 when you take off
//PLAYWHENATTITUDEMODECHANGE =true // play "rotation" "linear" sound when you change mode
//PLAYGPWS =true // the GPWS sound
//PLAYMAINTHRUST =true // main thrust sound
//PLAYHOVERTHRUST =true // the hover thrust sound
//PLAYRETROTHRUST =true // the retro thrust
//PLAYATTITUDETHRUST =true // the attitude thrust sound
//PLAYDOCKINGSOUND =true // the docking sound and radio
//PLAYRADARBIP =true // the radar bip when near another vessel
//PLAYWINDAIRSPEED =true // the wind airspeed when atmosphere
//PLAYDOCKLANDCLEARANCE =true // the landing clearance you can hear bellow 3000m or near a station
//PLAYLANDINGANDGROUNDSOUND =true // Rolling, landing, speedbrake, crash sound
//PLAYCABINAIRCONDITIONING =true // play the air conditionning sound
//PLAYCABINRANDOMAMBIANCE =true // play the random pump and rumble sound
//PLAYWINDAMBIANCEWHENLANDED =true // play the wind sound when landed
//PLAYRADIOATC =true // play the atc radio sound
//DISPLAYTIMER =false // display the timer text at the bottom of the screen when you take-off
/////////////////////////////////////////////////////
// Replace default sound[B][COLOR="Blue"]s[/COLOR][/B] of vessel
// -------------------------------
// Here you can replace many sounds of the vessel with your own.
//
// IMPORTANT: All your custom wav must be placed in "Sound/_CustomVesselsSounds/[VesselclassName] folder.
// Example: "Sound/_CustomVesselsSounds/DeltaGlider/" for Deltaglider.cfg.
// ELSE THEY WILL NOT LOAD. (create the folder if it doesn't exist)
//
// ALL sounds must be PCM (uncompressed) wav 16 bits, OrbiterSound is set to
// play at 22050hz, so higher frequency is only a waste of place.
//
// Some sounds frequency are controlled by OrbiterSound, this is the case for
// example of the main engine which is played at differents frequency in
// internal or external view. Before replacing a sound it's a good idea to
// look first the frequency of the default wav. (in "Sound/Vessel")
//
// Note: -parameters have the same name than in C++ SDK
// -If you don't know what a sound is for[B][COLOR="Blue"]:[/COLOR][/B] launch Orbiter/SoundConfig.exe and click "test" buttons
/////////////////////////////////////////////////////
REPLACE_MAIN_THRUST = main.wav // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
REPLACE_HOVER_THRUST = hover.wav // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
REPLACE_RETRO_THRUST = retro.wav // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
REPLACE_AIR_CONDITIONNING = aircond.WAV // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
//REPLACE_RCS_THRUST_ATTACK = // MUST BE STEREO FOR LOCALISED RCS IN 3D (see note below)
//REPLACE_RCS_THRUST_SUSTAIN = // MUST BE STEREO FOR LOCALISED RCS IN 3D (see note below)
//REPLACE_COCKPIT_AMBIENCE_1 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_2 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_3 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_4 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_5 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_6 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_7 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_8 = // played only mono in 3d.
//REPLACE_COCKPIT_AMBIENCE_9 = // played only mono in 3d.
//REPLACE_MODE_ATTITUDEOFF = // mono, radio play "Attitude off" when you change rcs mode
REPLACE_MODE_ROTATION = rotation.wav // mono, radio play "rotation" when you change rcs mode
REPLACE_MODE_TRANSLATION = translation.wav// Mono, radio play "translation" when you change rcs mode
//REPLACE_WIND_AIRSPEED = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
//REPLACE_LAND_TOUCHDOWN = // Mono wheel ground contact (skreech)
//REPLACE_GROUND_ROLL = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
//REPLACE_WHEELBRAKE = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
//REPLACE_CRASH_SOUND = // MUST BE STEREO FOR GOOD RESULT IN 3D (and 2d)
//REPLACE_DOCKING = // Mono or stereo the docking sound effect
//REPLACE_UNDOCKING = // Mono or stereo the undocking sound effect
//REPLACE_RADIOLANDCLEARANCE = // Mono the "your are cleared to land" announce (armed >10000 played <3000)
//REPLACE_RADIO_DOCKING = // Mono the docking radio announce
//REPLACE_RADIO_UNDOCKING = // Mono the undocking radio announce
//REPLACE_RADAR_APPROACH = // Mono, the 2001 Odyssey "bip"
//REPLACE_RADAR_CLOSE = // Mono, the 2001 Odyssey close "bip"
//REPLACEALLGPWSSOUND = true // Mono, if true you must provide all the 12 GPWS sound in your folder.
// (ie: -10.wav, to -2500.wav see "/vessel/" folder)
// NOTE ABOUT 3D LOCALISED RCS: (REPLACE_RCS_THRUST_ATTACK & REPLACE_RCS_THRUST_SUSTAIN)
// -----------------------------
// The 3D RCS use 8 sounds (4xstereo) but might fail in ship that have special RCS position,
// if the result is not good you can force deactivating 3D RCS and revert to 2D RCS by
// providing mono wav. (either attack, sustain or both, I recommend only attack)
/////////////////////////////////////////////////////
// 3d sound position
// -------------------------------
// By default the 3d positions of the sounds are calculated[B][COLOR="Blue"];[/COLOR][/B] for example the main engine position
// is an average of all main thrusters and the two sounds (stereo) are offseted left and right
// for a better result.
//
// But the calculation might be [B][COLOR="Blue"]in[/COLOR][/B]acurate[B][COLOR="Blue"];[/COLOR][/B] so you can fix here the position.
//
// Some other sounds position are calculated in "Pseudo random position"[B][COLOR="Blue"]. T[/COLOR][/B]his mean
// vessel's class name is used to generate a logic random position wich is always the same.
// [B][COLOR="Blue"]E[/COLOR][/B]xample: the position of the radio sound will always be the same for a vessel type[B][COLOR="Blue"]
// ([/COLOR][/B] the radio instrument don't move in reality but it might be different for another vessel type)
//
// The ambien[B][COLOR="Blue"]t s[/COLOR][/B]ound[B][COLOR="Blue"]s[/COLOR][/B] are also automatically spread in "pseudo random position" around defaut camera[B][COLOR="Blue"]
// ([/COLOR][/B]pump and switch don't move also)
//
// Sound position are in X,Y,Z LOCAL VESSEL COORDINATE (internal cockpit sound must take in account
// the camera offset position[B][COLOR="Blue"];[/COLOR][/B] see debug parameter in top of this config file to get its value).
//
/////////////////////////////////////////////////////
//3dMainThrustPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)
//3dHoverThrustPos ={0,0,0}{0,0,0} // left/right channel (stereo, in this case front/rear offset give better results)
//3dRetroThrustPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)
3dRcsFrontRearPos ={0,0,10}{0,0,-7}// Front rear RCS position, the sound must be stereo ! (see note below)
//3dRcsLeftRightPos ={0,0,0}{0,0,0} // Left right RCS position, the sound must be stereo ! (see note below)
//3dAircondPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)
//3dCockpitAmbience1Pos ={0,0,0} // mono
//3dCockpitAmbience2Pos ={0,0,0} // mono
//3dCockpitAmbience3Pos ={0,0,0} // mono
//3dCockpitAmbience4Pos ={0,0,0} // mono
//3dCockpitAmbience5Pos ={0,0,0} // mono
//3dCockpitAmbience6Pos ={0,0,0} // mono
//3dCockpitAmbience7Pos ={0,0,0} // mono
//3dCockpitAmbience8Pos ={0,0,0} // mono
//3dCockpitAmbience9Pos ={0,0,0} // mono
//3dWindAirspeedPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)
//3dLandTouchDownPos ={0,0,0} // mono
//3dGroundRollPos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)
//3dWheelBrakePos ={0,0,0}{0,0,0} // left/right channel (in case of stereo)
//3dCrashSound ={0,0,0}{0,0,0} // left/right channel (in case of stereo)
//3dRadioPos ={0,0,0} // Set pos for all radio sound: Rcs mode,clearance, dock/undock,radar, ATC chatter.
//3dGPWSPos ={0,0,0} // Set pos for all GPWS sound.
// NOTE ABOUT DOCK/UNDOCK:
// -----------------------
// Dock/undock sound effects are at the exact docks position calculated during
// dock/undock (up to 9 dock). A manual setting would have been to complicated,
// so sorry you cannot set the dock/undock position.
// NOTE ABOUT 3D RCS:
// ------------------
// The automatic guess of RCS's position might fail because the exhaust thruster position
// is not available in SDK and the logic position is often not at the exhaust point.
// You can try to position them manually in this case.
//
// 4 independant sound for RCS correctly positionned was possible at the expense of volume
// and dynamic[B][COLOR="Blue"] (w[/COLOR][/B]ithout volume reduction they overlap and give bad harmonics). If you don't
// like this effect for your ship ([B][COLOR="Blue"]or if[/COLOR][/B] RCS are not standard cross positionned) you can deactivate
// it by replacing stereo wav by mono. See [B][COLOR="Blue"]a[/COLOR][/B]bove[B][COLOR="Blue"]:[/COLOR][/B] "NOTE ABOUT 3D POSITIONED RCS".