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<h1><img src="Images/fsx-bannerjet.jpg" width="800" height="200"></h1>
<h1>Sound Configuration Files</h1>
<p>This document describes the format of sound configuration files, which determine the sounds to use for each aircraft, or other simulated object. </p>
<h2>Table of Contents</h2>
<ul>
  <li><a href="#GeneralSections">General Sections</a></li>
  <li><a href="#EngineSounds">Engine Sounds</a></li>
  <li><a href="#WindSounds">Wind Sounds</a></li>
  <li><a href="#GroundSounds">Ground Sounds</a></li>
  <li><a href="#MiscellaneousSounds">Miscellaneous Sounds </a></li>
</ul>
<h2>Overview</h2>
<p>The sound.cfg file is located in an aircraft&rsquo;s Sound folder, and
  defines the sounds to use for that aircraft (such as the sound of the
  engine at various speeds, the sound of the landing gear going down, and
  so on). This file also specifies attributes for each sound that
  determine exactly how the sound is played.<br>
  Many aircraft sounds in Flight Simulator are composed of multiple .wav files (called a&nbsp;<span style="font-style: italic;">sound list</span>)
  that are linked to one another, processed in sequence, and then played
  as a group. These sounds are updated by the simulator&rsquo;s sound
  engine every time the&nbsp;screen refreshes (once every frame).<br>
  As you read this section, you should look at actual sound.cfg files to
  become more familiar with the structure and syntax of them. They can be
  found in the Sound subfolders of the aircraft containers, and viewed
  using any text editor. To hear any particular component of a sound in
  its&nbsp;pure form (unaffected by the attributes in the sound.cfg
  file), just play the .wav file referenced in the sound.cfg (.wav files
  are located in either the Sound folder in an aircraft&rsquo;s
container, or in the <i>Microsoft Flight Simulator X\Sound</i> folder).</p>
<p><br>
  
  
  
  
</p>
<h5>Notes:</h5>




<ul>




  <li>For clarity, the naming convention used for the default Flight
Simulator aircraft engine sounds described in the following sections
was to put an &ldquo;x&rdquo; at the beginning of all external sound
(heard in Spot and Tower views) headers, and to number consecutive
sound headers (e.g., [SHUTDOWN], [SHUTDOWN.1]). The specific header
names used does not matter, as long as they are consistent in the
[SOUND_ENGINE] section and across link parameters. Additionally, the
order of the sections within the sound.cfg file does not matter, nor
does the order of the parameters within a section.</li>




  <li>Flight Simulator can load most PCM .wav formats, as well as
compressed formats. When a compressed format is used, Flight Simulator
uses Audio Compression Manager (ACM), an audio compression module
included in Windows to load the file. If you include compressed files,
make sure that they are in a format supported (by default) by Windows
such as ADPCM.</li>




</ul>




Following is a description of each section of a sound.cfg file.<br>




<br>




<h3>General Sections<a name="GeneralSections"></a> </h3>
<h4>[fltsim]</h4>
<table class="T1" cellpadding="2" cellspacing="4">




  <tbody>





    <tr>




      <td>
      
      
      
      
      <h5>Property </h5>




      </td>




      <td>
      
      
      
      
      <h5>Description  </h5>




      </td>




      <td>
      
      
      
      
      <h5>Examples</h5>




      </td>




    </tr>





    <tr>





      <td>product_code</td>




      <td>
This parameter should always be set to: FSIM</td>




      <td>
Aircreation_582SL( <b>product_code=FSIM</b> )
      </td>




    </tr>





    <tr>





      <td>alias</td>




      <td>
        <p>A sound folder path, relative to the  <i>Flight Simulator X</i> root folder. If an alias is entered, do not enter any more information into the
          sound configuration file - all the sounds from the aliased folder will be
      used.</p>
      </td>




      <td>
b747_400( <b>alias=B737_800\sound</b> )<br>




DH_Dash8_100( <b>alias=beech_king_air_350\sound</b> )<br>




MD_83( <b>alias=B737_400\sound</b> )<br>




PA28_180( <b>alias=c172\sound</b> )
      </td>




    </tr>





  
  
  
  
  </tbody>
</table>





<br>





<h4>[sound_engine]</h4>




These parameters concern the engine sounds of an aircraft. They specify
the number of engines the aircraft has, and the sound lists the
simulation should use to create the aircraft&rsquo;s engine sounds. Each
sound list is referenced by the header of the first sound in the list
(additional sounds are linked to in sequence from that first sound).
The individual sounds in a list are defined in their own sections
within the sound.cfg file (see the Specific engine sound parameters&nbsp;section below).<br>
<p>The engine numbers reference the engine positions in the
[generalenginedata] section of the aircraft configuration file, except
that in this sound file engines are numbered 1 to N, whereas in the
aircraft configuration file they are numbered from 0 to N-1. This means
that eng1_combusion, for example, references engine.0 in the aircraft
configuration file, eng2_combustion references engine.1, and so on. The
aircraft configuration file gives the position of the engine relative
to the datum reference position for the aircraft, and this position
will be the source of the engine noise.</p>


<br>




<table class="T1" cellpadding="2" cellspacing="4">




  <tbody>





    <tr>




      <td>
      
      
      
      
      <h5>Property </h5>




      </td>




      <td>
      
      
      
      
      <h5>Description  </h5>




      </td>




      <td>
      
      
      
      
      <h5>Examples</h5>




      </td>




    </tr>





    <tr>





      <td>number_of_engines</td>




      <td>
How many engines the aircraft has. Maximum of 4. </td>




      <td>
Aircreation_582SL( <b>number_of_engines=1</b> )<br>




B737_800( <b>number_of_engines=2</b> )
      </td>




    </tr>





    <tr>





      <td>eng1_combustion<br>



to<br>



eng4_combustion<br>



      </td>




      <td>
Points to the first sound in a sound list of engine 1 combustion sounds. </td>




      <td>
Aircreation_582SL( <b>eng1_combustion=COMBUSTION.1.00</b> )<br>





B737_800( <b>eng2_combustion=COMBUSTION.2.00</b> )<br>

(From FS9)<br>

Ford_Trimotor( <b>eng3_combustion=COMBUSTION.3.00</b> ) 
      </td>




    </tr>





    <tr>





      <td>eng1_starter<br>



to<br>



eng4_starter<br>

      <br>



      </td>




      <td>
Points to the first sound in a sound list of engine 1 starter sounds. </td>




      <td>
Aircreation_582SL( <b>eng1_starter=starter</b> )<br>




B737_800( <b>eng1_starter=starterA</b> )<br>




B737_800( <b>eng2_starter=starterB</b> )
      </td>




    </tr>





    <tr>





      <td>eng1_combustion_start<br>



to<br>



eng4_combustion_start<br>

      <br>



      </td>




      <td>
Points to the first sound in a sound list of engine 1 <br>

combustion start sounds. </td>




      <td>
Aircreation_582SL( <b>eng1_combustion_start=combstart</b> )<br>




B737_800( <b>eng1_combustion_start=combstartA</b> )<br>




B737_800( <b>eng2_combustion_start=combstartB</b> )<br>

Ford_Trimotor( <b>eng3_combustion_start=combstartC</b> ) <br>




      </td>




    </tr>





    <tr>





      <td>eng1_shutdown<br>



to<br>



eng4_shutdown<br>



      </td>




      <td>
Points to the first sound in a sound list of engine 1 shutdown sounds. </td>




      <td>
Aircreation_582SL( <b>eng1_shutdown=shutdown</b> )<br>



B737_800( <b>eng1_shutdown=shutdownA</b> )<br>




B737_800( <b>eng2_shutdown=shutdownB</b> )
      </td>




    </tr>





    <tr>





      <td>eng1_jet_whine<br>



to<br>



eng4_jet_whine</td>




      <td> 
Points to the first sound in a sound list of engine 1 jet whine sounds.<br>




Applies to Jets and Turboprops only.<br>



      </td>




      <td>

B737_800( <b>eng1_jet_whine=JET_WHINE.1.00</b> )<br>




B737_800( <b>eng2_jet_whine=JET_WHINE.2.00</b> )</td>




    </tr>





    <tr>




      <td align="undefined" valign="undefined">eng1_non_combustion<br>



to<br>



eng4_non_combustion</td>




      <td align="undefined" valign="undefined">
Points to the first sound in a sound list of engine 1 non-combustion sounds (the isolated sounds of the engines moving parts).<br>



      </td>




      <td align="undefined" valign="undefined">
C172( <b>eng1_non_combustion=NON_COMBUSTION.1.00</b> )<br>




Douglas_DC3( <b>eng2_non_combustion=NON_COMBUSTION.2.00</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">eng1_prop<br>



to<br>



eng4_prop</td>




      <td align="undefined" valign="undefined">
Points to the first sound in a sound list of engine 1 prop sounds.<br>




Applies to Turboprops and Piston aircraft only.</td>




      <td align="undefined" valign="undefined">
beech_baron_58( <b>eng1_prop=PROP.1.00</b> )<br>




beech_baron_58( <b>eng2_prop=PROP.2.00</b> )<br>

Ford_Trimotor( <b>eng3_prop=PROP.3.00</b> ) </td>




    </tr>




    <tr>



      <td align="undefined" valign="undefined">eng1_prop_strike<br>



to<br>



eng4_prop_strike</td>



      <td align="undefined" valign="undefined">
Points to the first sound in a sound list of engine prop strike sounds.<br>




Applies to Turboprops and Piston aircraft only.</td>



      <td align="undefined" valign="undefined"></td>



    </tr>



    <tr>




      <td align="undefined" valign="undefined">eng1_rotor<br>



to<br>



eng4_rotor</td>




      <td align="undefined" valign="undefined">Points to the first sound in a sound list of rotor sounds.<br>




Applies to Helicopters only.</td>




      <td align="undefined" valign="undefined">
Bell206B( <b>eng1_rotor=ROTOR.1.00</b> )</td>




    </tr>




    

    

    

    

    


    


    


  
  
  
  
  </tbody>
</table>





<br>





<h3>Engine Sounds<a name="EngineSounds"></a></h3>




<p>All sound lists [starter], [xstarter], [shutdown], [combstart],
  [combusion.1.00] and so on, all define one sound and have the following
format.</p>
<p><br>
  
  
  
  
  
  
</p>
<table class="T1" cellpadding="2" cellspacing="4">




  <tbody>





    <tr>




      <td>
      
      
      
      
      <h5>Property </h5>      </td>




      <td>
      
      
      
      
      <h5>Description  </h5>      </td>




      <td>
      
      
      
      
      <h5>Examples</h5>      </td>
    </tr>





    <tr>





      <td>filename</td>




      <td>
Specifies the name of the .wav file to play. The .wav extension should not be specified. <span style="font-style: italic;">Flight Simulator</span> searches the Sound folder in the specific aircraft container first, and then, if the file isn't found, searches the <span style="font-style: italic;">Flight Simulator</span>
Sound folder. Note: [CRASH_SOUND]and [SPLASH_SOUND]filename parameters
have comma separated filenames (e.g. filename=encrash1,encrash2). In
these instances, the simulator code will randomly choose to play one of
the listed .wav files. </td>




      <td>
Aircreation_582SL( <b>filename=xTrike_Starter</b> )<br>




C172( <b>filename=xc172_starter</b> )<br>




DeHavilland_Beaver_DHC2( <b>filename=xdeBev_starter</b> )<br>




Extra300( <b>filename=xeestarta</b> )      </td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">flags</td>




      <td align="undefined" valign="undefined">
Flags have different functions when associated with different sounds:<br>




For all sounds:<br>




0 = no flag<br>




1 = disable sound<br>




      <br>




For [combustion] sounds:<br>




2 = damaged<br>




4 = boost (not supported)<br>




8 = jet engine rumble sound<br>




      <br>




For [prop] sounds<br>




2 = max prop pitch<br>




4 = min prop pitch<br>




8 = min reverse prop pitch</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>flags=0</b> )<br>




B737_800( <b>flags=8</b> )</td>
    </tr>




    <tr>





      <td>viewpoint<a name="viewpoint"></a></td>




      <td>
Determines when the sound is audible, one of:<br>




1 = &nbsp;internal cockpit views<br>




2 = external spot and tower views</td>




      <td>
Aircreation_582SL( <b>viewpoint=2</b> )      </td>
    </tr>





    <tr>




      <td align="undefined" valign="undefined">rparams</td>




      <td align="undefined" valign="undefined">Defines the sounds pitch envelope. Represents the sound's relative
pitch (and, invariably, the playback speed) as a function of a generic
value that can range from 0.0 to 1.0. Each pair of values specified in
rparams represents a single point; you can use up to 2 points to
describe the pitch envelope. The format and behavior of rparams is
similar to vparams, except that the second value of each point
represents a pitch scaler. A value of 1.0 specifies that the sound file
is played at unity pitch. A value of 2.0 specifies that the file is
played an octave higher and twice as fast.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>rparams=0.051000,0.977000,0.306000,1.136000</b> )<br>




B737_800( <b>rparams=0.000000,0.977000,0.993000,1.350000</b> )<br>




beech_baron_58( <b>rparams=0.000000,0.977000,1.000000,1.682000</b> )<br>




Beech_King_Air_350( <b>rparams=0.000000,0.989000,0.998000,1.761000</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">vparams</td>




      <td align="undefined" valign="undefined">Defines the sounds
amplitude envelope. Represents the sounds volume as a function. Each
pair of values specified in vparams represents a single point, you can
use up to eight points to describe the amplitude envelope. The first
number in the pair is a generic value that can range from 0.0 to 1.0
the second number specifies the volume. The units for volume are
linear, with a value of 50 meaning -3dB attenuation, and 0 meaning
silence.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>vparams=0.000000,71.200000,0.134000,71.200000,0.229000,20.000000,
0.299000,0.000000,0.456000,0.000000,0.456000,0.000000,0.456000,0.000000,0.456000,0.000000</b> )<br>




B737_800( <b>vparams=0.000000,40.000000,0.002000,40.800000,0.174000,43.200000,0.278000,
46.400000,0.340000,10.400000,0.444000,0.000000,0.998000,0.000000,1.000000,0.000000</b> )<br>




      <br>




beech_baron_58( <b>vparams=0.000000,49.000000,0.002000,49.600000,0.171000,50.400000,
0.236000,9.600000,0.264000,0.000000,1.000000,0.000000,1.000000,0.000000,1.000000,0.000000</b> )<br>




Beech_King_Air_350( <b>vparams=0.000000,49.000000,0.002000,49.600000,0.169000,55.200000,
0.241000,16.000000,0.380000,0.000000,1.000000,0.000000,1.000000,0.000000,1.000000,0.000000</b> )</td>
    </tr>




    <tr>





      <td>maximum_volume</td>




      <td>Specifies the highest possible volume--the sound never
exceeds the volume specified. (Volume is specified in 1/100dB units,
with a value of 10,000 being the maximum possible volume.). </td>




      <td>
Mooney_Bravo( <b>maximum_volume=8500</b> )      </td>
    </tr>




    <tr>
      <td align="undefined" valign="undefined">minimum_volume</td>
      <td align="undefined" valign="undefined">This parameter sets the point to which a sound can attenuate if there are no vparams.   This is a legacy setting, but is easier to configure than sounds with vparams and   rparams. Sounds in <i>Flight Simulator X </i>configured this way are not 3D sounds and do not   recognize the <a href="#viewpoint">viewpoint</a> parameter.</td>
      <td align="undefined" valign="undefined">Airbus_A321( <b>minimum_volume=10000</b> ) </td>
    </tr>
    <tr>




      <td align="undefined" valign="undefined">insideconeangle</td>




      <td align="undefined" valign="undefined">Inside sound cone angle in degrees. </td>




      <td align="undefined" valign="undefined">
B737_800( <b>InsideConeAngle=90</b> )<br>




Lear45( <b>InsideConeAngle=360</b> )<br>




Maule_M7_260C( <b>InsideConeAngle=180</b> )<br>




Maule_M7_260C_Ski( <b>InsideConeAngle=120</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">outsideconeangle</td>




      <td align="undefined" valign="undefined">Outside sound cone angle in degrees. </td>




      <td align="undefined" valign="undefined">
B737_800( <b>OutsideConeAngle=350</b> )<br>




DeHavilland_Beaver_DHC2( <b>OutsideConeAngle=270</b> )<br>




Lear45( <b>OutsideConeAngle=360</b> )<br>




Maule_M7_260C( <b>OutsideConeAngle=260</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">conepitch</td>




      <td align="undefined" valign="undefined">The pitch, in degrees, of the sound cone. </td>




      <td align="undefined" valign="undefined">
B737_800( <b>ConePitch=0</b> )<br>




Lear45( <b>ConePitch=0.000000</b> )<br>




Maule_M7_260C( <b>ConePitch=-40.000004</b> )<br>




Maule_M7_260C_Ski( <b>ConePitch=-40.000000</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">coneheading</td>




      <td align="undefined" valign="undefined">Direction of sound cone in degrees. Zero is facing forward. </td>




      <td align="undefined" valign="undefined">
B737_800( <b>ConeHeading=180</b> )<br>




DeHavilland_Beaver_DHC2( <b>ConeHeading=0</b> )<br>




Lear45( <b>ConeHeading=0.000000</b> )<br>




Maule_M7_260C( <b>ConeHeading=179.999985</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">outsideconevolume</td>




      <td align="undefined" valign="undefined">Maximum volume outside of sound cone. </td>




      <td align="undefined" valign="undefined">
B737_800( <b>OutsideConeVolume=9500</b> )<br>




DeHavilland_Beaver_DHC2( <b>OutsideConeVolume=9000</b> )<br>




Lear45( <b>OutsideConeVolume=10000</b> )<br>




Maule_M7_260C( <b>OutsideConeVolume=9450</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">full_scale_distance</td>




      <td align="undefined" valign="undefined">The distance, in meters, away from the sound source, when the sound starts to attenuate.</td>




      <td align="undefined" valign="undefined">
Maule_M7_260C( <b>full_scale_distance=70</b> )<br>




Bell206B( <b>Full_Scale_Distance=15</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">panning</td>




      <td align="undefined" valign="undefined">Determines where the sound is placed in the stereo field: <br>




0 = center<br>




-10,000 = full left<br>




10,000 = full right<br>      </td>




      <td align="undefined" valign="undefined">Bell206B( <b>panning=10000</b> )</td>
    </tr>




    <tr>




      <td align="undefined" valign="undefined">link</td>




      <td align="undefined" valign="undefined">References the next sound in a sound list (by section heading name).
Some&nbsp;sounds are made up of several .wav files, and each .wav
file has its own section in the .cfg file.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>link=shutdown.1</b> )</td>
    </tr>
  </tbody>
</table>





<br>




<h3>Wind Sounds<a name="WindSounds"></a></h3>




Wind sounds are used to add realism to the sounds of aircraft. Wind
sound is also the predominant sound used for sailplanes. Each wind
sound can be volume- and pitch-modulated with airspeed.
<h4>[wind_sound]</h4>





<table class="T1" cellpadding="2" cellspacing="4">




  <tbody>





    <tr>




      <td>
      
      
      
      
      <h5>Property </h5>




      </td>




      <td>
      
      
      
      
      <h5 style="width: 274px;">Description  </h5>




      </td>




      <td>
      
      
      
      
      <h5>Examples</h5>




      </td>




    </tr>





    <tr>





      <td>filename</td>




      <td>Specifies the name of the .wav file to play. The .wav
extension should not be specified. Flight Simulator searches the Sound
folder in the specific aircraft container first, and then (if the file
isn't found) searches the Flight Simulator Sound folder.&nbsp; </td>




      <td>
Aircreation_582SL( <b>filename=wind_opencanopy</b> )<br>




B737_800( <b>filename=c5wind3</b> )<br>




beech_baron_58( <b>filename=c4wind4.wav</b> )<br>




Beech_King_Air_350( <b>filename=c4wind4</b> )
      </td>




    </tr>





    <tr>





      <td>minimum_volume</td>




      <td>Specifies the lowest possible volume--if the sound drops
below the minimum volume specified, it will not be heard.&nbsp;Volume
is specified in 1/100dB units, with a value of 10,000 being the maximum
possible volume.<br>




If the aircrafts speed is between minimum speed and maximum speed, playback volume is interpolated. </td>




      <td>
Aircreation_582SL( <b>minimum_volume=2000</b> )<br>




B737_800( <b>minimum_volume=7800</b> )<br>




C172( <b>minimum_volume=6000</b> )<br>




Extra300( <b>minimum_volume=6500</b> )
      </td>




    </tr>





    <tr>





      <td>maximum_volume</td>




      <td>Specifies the highest possible volume--the sound never
exceeds the volume specified. (Volume is specified in 1/100dB units,
with a value of 10,000 being the maximum possible volume.). </td>




      <td>
Aircreation_582SL( <b>maximum_volume=8000</b> )<br>




B737_800( <b>maximum_volume=9000</b> )<br>




beech_baron_58( <b>maximum_volume=4000</b> )<br>




C172( <b>maximum_volume=8500</b> )
      </td>




    </tr>





    <tr>





      <td>minimum_rate</td>




      <td>Specifies the minimum rate at which the sound is played. If
the aircrafts speed is between minimum_speed and maximum_speed, the
playback rate is interpolated between the minimum_rate and maximum_rate
values. </td>




      <td>
Aircreation_582SL( <b>minimum_rate=0.60</b> )<br>




B737_800( <b>minimum_rate=1.0</b> )<br>




Extra300( <b>minimum_rate=0.7</b> )<br>




Bell206B( <b>minimum_rate = 0.75</b> )
      </td>




    </tr>





    <tr>





      <td>maximum_rate</td>




      <td>Specifies the maximum rate at which the sound is played. If
the aircrafts speed is between minimum_speed and maximum_speed, the
playback rate is interpolated between the minimum_rate and maximum_rate
values. </td>




      <td>
Aircreation_582SL( <b>maximum_rate=1.00</b> )<br>




B737_800( <b>maximum_rate=1.0</b> )<br>




C172( <b>maximum_rate=0.90</b> )<br>




Extra300( <b>maximum_rate=0.80</b> )
      </td>




    </tr>





    <tr>





      <td>minimum_speed</td>




      <td>
Specifies the minimum speed (in KTAS) used by the _volume and _rate parameters. </td>




      <td>
Aircreation_582SL( <b>minimum_speed=15.0</b> )<br>




B737_800( <b>minimum_speed=0</b> )<br>




C172( <b>minimum_speed=40.0</b> )<br>




Extra300( <b>minimum_speed=50.0</b> )
      </td>




    </tr>





    <tr>





      <td>maximum_speed</td>




      <td>
Specifies the speed (in KTAS) above which the sound has constant volume and pitch. Specified in KTAS units. </td>




      <td>
Aircreation_582SL( <b>maximum_speed=70.0</b> )<br>




B737_800( <b>maximum_speed=0</b> )<br>




C172( <b>maximum_speed=120.0</b> )<br>




Extra300( <b>maximum_speed=160.0</b> )
      </td>




    </tr>





    <tr>





      <td>viewpoint</td>




      <td>
Determines when the sound is audible, one of:<br>




1 = &nbsp;internal cockpit views<br>




2 = external spot and tower views</td>




      <td>
DG808S( <b>viewpoint=1</b> )
      </td>




    </tr>





    <tr>





      <td>rparams</td>




      <td>See description of rparams for [soundlist.n] </td>




      <td>
DG808S( <b>rparams=16.0000,0.660000,100.0000,1.464000</b> )
      </td>




    </tr>





    <tr>





      <td>vparams</td>




      <td>
See description of vparams for [soundlist.n]</td>




      <td>
DG808S( <b>vparams=0.000000,0.000000,30.5000,11.200000,66.3000,32.800000,
102.9000,38.400000,142.8000,25.600000,174.7000,7.200000,198.2000,4.800000,200.0000,0.000000</b> )
      </td>




    </tr>





    <tr>





      <td>link</td>




      <td>References the next sound in a sound list (by section heading
name). Some ground sounds are made up of several .wav files, and each
.wav file has its own section in the .cfg file. </td>




      <td>
DG808S( <b>link=wind_sound.1.01</b> )
      </td>




    </tr>





  
  
  
  
  </tbody>
</table>





<br>





<h3>Ground Sounds<a name="GroundSounds"></a></h3>




<p>Ground sounds include:<br>
  
  
  
  
  [CENTER_TOUCHDOWN]<br>
  
  
  
  
  [AUX_TOUCHDOWN]<br>
  
  
  
  
  [LEFT_TOUCHDOWN]<br>
  
  
  
  
  [RIGHT_TOUCHDOWN]<br>
  
  
  
  
  [FUSELAGE_SCRAPE]<br>
  
  
  
  
  [LEFT_WING_SCRAPE]<br>
  
  
  
  
  [RIGHT_WING_SCRAPE]<br>
  
  
  
  
  [AUX1_SCRAPE]<br>
  
  
  
  
  [AUX2_SCRAPE]<br>
  
  
  
  
  [XTAIL_SCRAPE]<br>
  
  
  
  
  [GROUND_ROLL]<br>
  
  
  
  
  <br>
  
  
  
  
  Some ground sounds consist of multiple sets of .wav files (sound
  lists), and each set corresponds to a unique combination of surface
  types. Each ground sound can be volume- and pitch-modulated with
airspeed.</p>
<p><br>
  
  
  
  
  
</p>
<table class="T1" cellpadding="2" cellspacing="4">




  <tbody>





    <tr>




      <td>
      
      
      
      
      <h5>Property </h5>




      </td>




      <td>
      
      
      
      
      <h5>Description  </h5>




      </td>




      <td>
      
      
      
      
      <h5>Examples</h5>




      </td>




    </tr>





    <tr>





      <td>filename</td>




      <td>Specifies the name of the .wav file to play. The .wav
extension should not be specified. Flight Simulator searches the Sound
folder in the specific aircraft container first, and then (if the file
isn't found) searches the Flight Simulator Sound folder. If filename
parameters have comma separated filenames&nbsp;then the simulator code
will randomly choose to play one of the listed .wav files. </td>




      <td>
Aircreation_582SL( <b>filename=cmtouch1, cmtouch2, cmtouch3</b> )<br>




B737_800( <b>filename=bmtouch1, bmtouch2, bmtouch3, bmtouch4</b> )<br>




C208B( <b>filename=bmtouch3, bmtouch4</b> )<br>




DG808S( <b>filename=smtouch3,smtouch4,smtouch5</b> )
      </td>




    </tr>





    <tr>




      <td align="undefined" valign="undefined">flags</td>




      <td align="undefined" valign="undefined">Flags have different functions when associated with different sounds.<br>




      <br>




For all sounds<br>




0 = no flag<br>




1 = disable sound<br>




      <br>




For ground sounds<br>




By flagging a sound for a particular ground surface type, you tell the
simulation to play that sound when the aircraft comes into contact with
that surfaces type or types. Ground sound flags include:<br>




      <br>




2 = concrete<br>




4 = soft, bumpy ground (landable)<br>




8 = water<br>




16 = very bumpy grass &amp; mud (crashable)<br>




32 = asphalt<br>




64 = short grass<br>




128 = long grass<br>




256 = hard turf<br>




512 = snow<br>




1024 = ice<br>




2048 = urban<br>




4096 = forest<br>




8192 = dirt runway<br>




16384 = coral runway<br>




32768 = gravel runway<br>




65536 = oil treated (tar&amp;chip) runway<br>




131072 = steel mats (steel mesh) temporary<br>




&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; runway<br>




      <br>




Note that these values are powers of 2 so that they represent bits. For
instance, the [GROUND_ROLL] section of the 182S sound.cfg file has the
line<br>




      <br>




flags=125218<br>




      <br>




This is 11110100100100010 in binary, and maps to concrete+asphalt+hard turf, etc.<br>




      </td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>flags=125218</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">minimum_speed</td>




      <td align="undefined" valign="undefined">
Specifies the minimum speed (in KTAS) used by the _volume and _rate parameters.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>minimum_speed=3</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">maximum_speed</td>




      <td align="undefined" valign="undefined">
Specifies the speed (in KTAS) above which the sound has constant volume and pitch. Specified in KTAS units.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>maximum_speed=55</b> )<br>




C208B( <b>maximum_speed=25</b> )</td>




    </tr>




    <tr>





      <td>minimum_volume</td>




      <td>Specifies the lowest possible volume--if the sound drops
below the minimum volume specified, it will not be heard. (Volume is
specified in 1/100dB units, with a value of 10,000 being the maximum
possible volume.). </td>




      <td>
B737_800( <b>minimum_volume=10000</b> )<br>




Bombardier_CRJ_700( <b>minimum_volume=6500</b> )<br>




DG808S( <b>minimum_volume=8000</b> )
      </td>




    </tr>





    <tr>





      <td>maximum_volume</td>




      <td>Specifies the highest possible volume--the sound never
exceeds the volume specified. (Volume is specified in 1/100dB units,
with a value of 10,000 being the maximum possible volume.). </td>




      <td>
Bombardier_CRJ_700( <b>maximum_volume=10000</b> )<br>




Mooney_Bravo( <b>maximum_volume=9300</b> )
      </td>




    </tr>





    <tr>




      <td align="undefined" valign="undefined">minimum_rate</td>




      <td align="undefined" valign="undefined">Specifies the minimum rate at which the sound is played. If the
aircrafts speed is between minimum_speed and maximum_speed, the
playback rate is interpolated between the minimum_rate and maximum_rate
values.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>minimum_rate=0.80</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">maximum_rate</td>




      <td align="undefined" valign="undefined">Specifies the maximum rate at which the sound is played. If the
aircrafts speed is between minimum_speed and maximum_speed, the
playback rate is interpolated between the minimum_rate and maximum_rate
values.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>maximum_rate=1.60</b> )<br>




Bombardier_CRJ_700( <b>maximum_rate=1.0</b> )<br>




C208B( <b>maximum_rate=0.95</b> )</td>




    </tr>




    <tr>





      <td>panning</td>




      <td>Determines where the sound is placed in the stereo field: <br>




0 = center<br>




-10,000 = full left<br>




10,000 = full right<br>




 </td>




      <td>
Bell206B( <b>panning=-10000</b> )
      </td>




    </tr>





    <tr>





      <td>initial_volume</td>




      <td>Specifies the volume at which the sound starts. (Volume is
specified in 1/100dB units, with a value of 10,000 being the maximum
possible volume.). </td>




      <td>
Bell206B( <b>initial_volume=10000</b> )
      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">viewpoint</td>




      <td align="undefined" valign="undefined">Determines when the sound is audible, one of:<br>




1 = &nbsp;internal cockpit views<br>




2 = external spot and tower views</td>




      <td align="undefined" valign="undefined">
C208B( <b>viewpoint=1</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">link</td>




      <td align="undefined" valign="undefined">References the next sound in a sound list (by section heading name).
Some ground sounds are made up of several .wav files, and each .wav
file has its own section in the .cfg file.</td>




      <td align="undefined" valign="undefined">
Aircreation_582SL( <b>link=GROUND_ROLL2</b> )<br>




B737_800( <b>link=GROUND_ROLL1</b> )</td>




    </tr>





  
  
  
  
  </tbody>
</table>





<br>




<h3>Miscellaneous Sounds<a name="MiscellaneousSounds"></a></h3>






<p>Other sounds used by Flight Simulator aircraft include:</p>




<p><o:p></o:p></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[GEAR_UP_WARNING_SOUND]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[STALL_WARNING]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[OVERSPEED_WARNING_SOUND]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[GLIDESLOPE_WARNING_SOUND]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[AP_DISENGAGE_SOUND]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[GEAR_DOWN]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[GEAR_UP]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[FLAPS]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[CRASH_SOUND]<o:p></o:p></span></code></p>






<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[SPLASH_SOUND]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[EXIT_OPEN]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[EXIT_CLOSED]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[NO_SMOKING_ALERT]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[SEATBELTS_ALERT]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[GYRO_SOUND]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[FUEL_PUMP]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[AMPHIB_GEAR_UP_WARNING_SOUND]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[AMPHIB_GEAR_DOWN_WARNING_SOUND]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[CLUTCH]</span></code></p>




<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;">[HORN]</span></code></p>


<p style="margin-left: 36pt;"><code><span style="font-size: 10pt;"></span></code></p>






<p>These sound sections take the following parameters:</p>
<p>&nbsp;</p>
<table class="T1" cellpadding="2" cellspacing="4">




  <tbody>





    <tr>




      <td>
      
      
      
      
      <h5>Property </h5>




      </td>




      <td>
      
      
      
      
      <h5>Description  </h5>




      </td>




      <td>
      
      
      
      
      <h5>Examples</h5>




      </td>




    </tr>





    <tr>





      <td>filename</td>




      <td>Specifies the name of the .wav file to play. The .wav
extension should not be specified. Flight Simulator searches the Sound
folder in the specific aircraft container first, and then (if the file
isn't found) searches the Flight Simulator Sound folder. Note that
[CRASH_SOUND] and [SPLASH_SOUND] filename parameters have comma
separated filenames and the sound played will be randomly choosen from
the listed files.<br>




Some miscellaneous sound sections consist of no more than the filename entry. </td>




      <td>
Aircreation_582SL( <b>filename=cncrash1,cncrash2</b> )<br>




B737_800( <b>filename=jcrash1,jcrash2,jcrash3,bncrash1,bncrash2</b> )<br>




beech_baron_58( <b>filename=pcrash3,cncrash1,cncrash2</b> )<br>




Bombardier_CRJ_700( <b>filename=bncrash1,bncrash2</b> )
      </td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">flags</td>




      <td align="undefined" valign="undefined">
Flags have different functions when associated with different sounds.<br>




0 = no flag<br>




1 = disable sound</td>




      <td align="undefined" valign="undefined">
beech_baron_58( <b>flags=1</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">minimum_volume</td>




      <td align="undefined" valign="undefined">Specifies the lowest possible volume--if the sound drops below the
minimum volume specified, it will not be heard. (Volume is specified in
1/100dB units, with a value of 10,000 being the maximum possible
volume.).</td>




      <td align="undefined" valign="undefined">
B737_800( <b>minimum_volume=10000</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">maximum_volume</td>




      <td align="undefined" valign="undefined">Specifies the highest possible volume--the sound never exceeds the
volume specified. (Volume is specified in 1/100dB units, with a value
of 10,000 being the maximum possible volume.).</td>




      <td align="undefined" valign="undefined">B737_800( <b>maximum_volume=9100</b> )<br>




Bombardier_CRJ_700( <b>maximum_volume=9000</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">initial_volume</td>




      <td align="undefined" valign="undefined">Specifies the volume at which the sound starts. (Volume is specified in
1/100dB units, with a value of 10,000 being the maximum possible
volume.).</td>




      <td align="undefined" valign="undefined">
C172( <b>initial_volume=8700</b> )<br>




Douglas_DC3( <b>initial_volume=8500</b> )</td>




    </tr>




    <tr>




      <td align="undefined" valign="undefined">link</td>




      <td align="undefined" valign="undefined">References the next sound in a sound list (by section heading name).
Some&nbsp;sounds are made up of several .wav files, and each .wav
file has its own section in the .cfg file.</td>




      <td align="undefined" valign="undefined"><p>Aircreation_582SL( <B>link=xstarter</B> ) </p>
      <p>Aircreation_582SL( <B>link=shutdown.1</B> )</p>
      <p>DG808S( <B>link=wind_sound.1.01</B> )</p>
      <p>B737_800( <B>link=starterA.1</B> ) <BR>
      Grumman_Goose_G21A( <B>link=GROUND_ROLL2</B> )</p></td>




    </tr>





  
  
  
  
  </tbody>
</table>




<br>




<br>




<div style="text-align: center;">
  <p>&nbsp;</p>
  <p>&copy; 2006 Microsoft Corporation. All rights reserved. </p>
  <p align="center">~~@~~ </p>
</div>




<br>




</body>
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