Wave Data Sound Properties
The Wave Data approach to sound using sound.xml files benefits from all the sound categories and common sound element attributes. This approach does not require the Wwise editor, and is therefore limited to the common elements and attributes of the sound.xml and you can’t use WwiseData elements like <WwiseRtpc /> that require the use of the Wwise editor. Also note that when using this approach, <Sound> elements must have the WwiseData attribute set to "False".
The sound formats available to use with Wave Data are PCM *.wav at 16 bits per sample and Microsoft ADPCM *.wav compressed format.
Available WwiseEvents
In the wave data approach you are limited to the existing Wwise Events, you can’t create new ones. Here is the list of all the available WwiseEvents that you can use as slots to play your sounds.
WwiseEvent Names
Continuous attribute
Sound Category usage
Available For AI Simobjects
Combustion<EngineSoundPresets>
Yes
Starter<EngineSoundPresets>
Yes
CombustionStart<EngineSoundPresets>
Yes
Shutdown<EngineSoundPresets>
Yes
JetWhine<EngineSoundPresets>
Yes
NonCombustion<EngineSoundPresets>
Yes
Propeller<EngineSoundPresets>
Yes
Rotor<EngineSoundPresets>
Yes
eng N_combustion
N is a value between 1 and 4, representing an engine, eg:
eng 1_combustioneng 4_propeng 2_shutdown
etc…
<EngineSoundStates>
Yes
eng N_starter<EngineSoundPresets>
Yes
eng N_jet_whine<EngineSoundPresets>
Yes
eng N_non_combustion<EngineSoundPresets>
Yes
eng N_prop<EngineSoundPresets>
Yes
eng N_rotor<EngineSoundPresets>
Yes
eng N_combustion_start<EngineSoundTransitions>
Yes
eng N_shutdown<EngineSoundTransitions>
Yes
AP_DISENGAGE_SOUND<MiscellaneousSounds>
Yes
AP_PREFLIGHT_CHECK_OVER<MiscellaneousSounds>
Yes
OVERSPEED_WARNING_SOUND<MiscellaneousSounds>
Yes
STALL_WARNING<MiscellaneousSounds>
Yes
FLAPS<MiscellaneousSounds>
Yes
GEAR_UP<MiscellaneousSounds>
Yes
GEAR_DOWN<MiscellaneousSounds>
Yes
EXIT_OPEN<MiscellaneousSounds>
Yes
EXIT_CLOSED<MiscellaneousSounds>
Yes
GYRO_SOUND<MiscellaneousSounds>
Yes
FUEL_PUMP<MiscellaneousSounds>
Yes
GROUND_ROLL<GroundSounds>
Yes
CENTER_TOUCHDOWN<GroundSounds>
Yes
AUX_TOUCHDOWN<GroundSounds>
Yes
LEFT_TOUCHDOWN<GroundSounds>
Yes
RIGHT_TOUCHDOWN<GroundSounds>
Yes
FUSELAGE_SCRAPE<GroundSounds>
Yes
LEFT_WING_SCRAPE<GroundSounds>
Yes
RIGHT_WING_SCRAPE<GroundSounds>
Yes
AUX1_SCRAPE<GroundSounds>
Yes
AUX2_SCRAPE<GroundSounds>
Yes
XTAIL_SCRAPE<GroundSounds>
Yes
CRASH_SOUND<GroundSounds>
Yes
SPLASH_SOUND<GroundSounds>
Yes
WIND_SOUND<GroundSounds>
Yes
custom_sound_ N
N is a value between 01 and 12, eg:
custom_engine_sound_ 02custom_rain_sound_ 07custom_warning_cockpit_sound_ 11
etc…
To be defined in sound.xml
<SimVarSounds><EventIdSounds><AnimationSounds><AvionicSounds>
Yes
custom_engine_sound_ N
To be defined in sound.xml
<EngineSoundStates><EngineSoundTransitions>
No
custom_instrument_sound_ N
To be defined in sound.xml
<SimVarSounds><EventIdSounds><AnimationSounds>
No
custom_ground_sound_ N
To be defined in sound.xml
<SimVarSounds>
No
custom_misc_sound_ N
To be defined in sound.xml
<SimVarSounds>
No
custom_rain_sound_ N
To be defined in sound.xml
<SimVarSounds>
No
custom_rattle_sound_ N
To be defined in sound.xml
<SimVarSounds><AlwaysPlaySounds>
No
custom_warning_cockpit_sound_ N
To be defined in sound.xml
<SimVarSounds><AvionicSounds>
No
custom_warning_headset_sound_ N
To be defined in sound.xml
<SimVarSounds><AvionicSounds>
No
WwiseData="False" Specific Sound Attributes
When using the <Sound> element in the sound.xml file, setting the WwiseData attribute to "False" tells Microsoft Flight Simulator 2024 that the available attributes will be different to those listed for non-legacy sounds. The table below lists the attributes that will be shown for the <Sound> element in such cases:
Attribute
Description
Type
Required
WwiseData
This attribute defines if the sound is a *.wav file in the sound folder or audio included in a Wwise Soundbank. If “True” then the sound is using the WwiseData approach and is included in the SimObject *.PC.PCK file package (see <Sound> for details). If “False” then the sound is using the WaveData approach and is a *.wav file located in the SimObject sound folder.
Bool
Yes
WwiseEvent
This is a mandatory attribute and defines the name of the Wwise event to play in a sound element (the exception being sounds in the <EngineSoundPresets> element). In the WaveData approach, this attribute defines the Wwise event as a slot for the *.wav sound to be routed. These slots are limited to the existing ones. Please have a look to the Wave Data Sounds Properties page to get an overview of all the available Wwise event slots in a WaveData approach.
For information on how events should be named, please see the following section of the documentation:
String
Yes
FileName
This attribute defines the name of the *.wav file to play. The *.wav extension should not be specified. If the FileName attribute has comma separated list of filenames (e.g: FileName="encrash1,encrash2"), then the simulator code will randomly choose one of the sounds to play.
String
Yes
FullScaleDistance
This attribue sets the distance away from the sound source at which the sound starts to attenuate (in meters). If not 0, then distance attenuation will be active using the specified FullScaleDistance factor. The greater the value the further the sound has to be to be attenuated. By default it is 0 meaning no attenuation will be calculated.
Float
No
InsideConeAngle
These attributes define three regions of the audio cone in 3D:
- the region inside the
InsideConeAnglewill not be attenuated - the region between the angles will attenuate gradually until it reaches
OutsideConeAngle - the region outside the
OutsideConeAnglewill default to theOutsideConeVolume
These values are in degrees (0° - 360°). If not set, both angles are 360, disabling all possible attenuations depending on the angles.
Float
No
OutsideConeAngleOutsideConeVolume
This attribute defines how much a sound is attenuated outside the OutsideConeAngle. It can go from 10000 (full volume) to 0 (no sound), by default it is 0. The curve attenuation is logarithmic.
Float
No
Panning
This attribute moves the sound from the left to the right “point of view” of the system as if it was 3D. Defaults as 0 and is ranged between -10000 and 10000.
Float
No
PositionX
These attributes are used to position the origin of the audio in 3D space relative to either:
- A node of the aircraft model when the
NodeNameattribute is included in the sound definition. - The aircraft Datum Reference Point if no
NodeNameattribute is included.
Positioning the sound by inputing values here is tricky, so we recommend that you use the Sounds tab of the SimObject Editor which lets you use The Edition Gizmo to place the sound origin within the simulation itself.
Note that if any one of these attributes is ommited, the value will be considered as 0.
Float
No
PositionYPositionZMuteOnVPChange
This attribute allows for continuous sounds to be muted (“True”) instead of stopped (“False”) when the specified viewpoint in which they should play is no longer presented by the simulation. By default, it is “False” for all sounds except for the Gyro and Fuel Pump sounds.
Bool
No
Legacy <Sound> elements may also have the following sub-elements present: <PitchCurve>, <VolumeCurve>.
<PitchCurve>
This element defines a pitch curve for a specific wave sound and is mainly inherited from rparams values in the legacy config file. This element can have one or more <Point /> sub-elements and has the following attributes:
| Attribute | Description | Type | Required |
|---|---|---|---|
SimVar | The required SimVar. | String | Yes |
Units | The units of the SimVar. | String | No |
Index | The SimVar index value. | Integer | No |
<VolumeCurve>
This element defines a volume curve for a specific wave sound and is mainly inherited from the vparams values in the legacy config file. This element can have one or more <Point /> sub-elements and has the following attributes:
| Attribute | Description | Type | Required |
|---|---|---|---|
SimVar | The required SimVar. | String | Yes |
Units | The units of the SimVar. | String | No |
Index | The SimVar index value. | Integer | No |
<Point />
This self-closing element is a sub-element for <PitchCurve> and <VolumeCurve>. It defines a single point along the curve and has the following attributes:
| Attribute | Description | Type | Required |
|---|---|---|---|
SimValue | The value for the referenced SimVar. | Float | Yes |
Output | The output ratio or percent where:
| Float | Yes |
Legacy WwiseData="False" Pitch/Volume Curve Example
Below you can see an example of the output when importing a legacy config file using vparams and rparms to generate volume and pitch curves:
<Sound WwiseEvent="volume_pitch_test" WwiseData="false" FileName="volume_pitch_test">
<PitchCurve SimVar="SIMVAR_TEST_PITCH" Units="PERCENT" Index="1">
<Point SimValue="0.000" Output="0.5" />
<Point SimValue="100.000" Output="1.551" />
</PitchCurve>
<VolumeCurve SimVar="SIMVAR_TEST_VOLUME" Units="PERCENT" Index="1">
<Point SimValue="0.005" Output="0.0" />
<Point SimValue="0.127" Output="3.2" />
<Point SimValue="0.197" Output="16.8" />
<Point SimValue="0.238" Output="76.8" />
<Point SimValue="0.336" Output="78.4" />
<Point SimValue="0.405" Output="18.4" />
<Point SimValue="0.590" Output="0.0" />
<Point SimValue="0.630" Output="0.0" />
</VolumeCurve>
</Sound>
Legacy Mapping Table
If you are used to the sound.cfg system, this table will help you to understand the sound.xml attributes from the legacy sound system standpoint.
| LEGACY SOUND.CFG PROPERTY | Microsoft Flight Simulator SOUND.CFG PROPERTY | Microsoft Flight Simulator 2024 SOUND.XML ATTRIBUTE | XML Description |
|---|---|---|---|
filename | FileName | Specifies the name of the .wav file to play. The .wav extension should not be specified. If FileName attribute have comma separated filenames (e.g. FileName=“encrash1,encrash2”),the simulator code will randomly choose to play one of the listed .wav files.In sound.xml: | |
flags | Flags are no longer supported in Microsoft Flight Simulator 2024. You can use SimVars Sounds element to trigger sounds according to the conditions you want. | ||
viewpoint | ViewPoint | Determines whether the sound plays in the cockpit or outside or both. Without these parameters the sound will play in both viewpoints. In sound.xml : | |
vparams | VolumeCurve | Defines the sounds amplitude envelope. The units for volume are the same as in FSX. They are linear, with a value of 50 meaning -3dB attenuation, and 0 meaning silence. The main difference with the legacy | |
rparams | PitchCurve | Defines the sounds pitch envelope. Represents the sound’s relative pitch (and, invariably, the playback speed) as a function of a generic value. 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. The main difference with the legacy SOUND.CFG system is that you can connect the pitch curve to the SimVars of your choice. See the above Legacy WwiseData=“False” Pitch/Volume Curve Example. | |
minimum_volume | This parameter is no longer supported in sound.xml. But you can use VolumeCurve & PitchCurve on the sound you want. | ||
maximum_volume | This parameter is no longer supported in sound.xml. You can use VolumeCurve & PitchCurve on the sound you want. | ||
minimum_rate | This parameter is no longer supported in sound.xml. You can use VolumeCurve & PitchCurve on the sound you want. | ||
maximum_rate | This parameter is no longer supported in sound.xml. You can use VolumeCurve & PitchCurve on the sound you want. | ||
minimum_speed | This parameter is no longer supported in sound.xml. You can use VolumeCurve & PitchCurve on the sound you want. | ||
maximum_speed | This parameter is no longer supported in sound.xml. You can use VolumeCurve & PitchCurve on the sound you want. | ||
initial_volume | 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.). | ||
InsideConeAngle | InsideConeAngle | Inside sound cone angle in degrees. In sound.xml | |
OutsideConeAngle | OutsideConeAngle | Outside sound cone angle in degrees. In sound.xml | |
ConePitch | ConePitch | The pitch, in degrees, of the sound cone. In sound.xml | |
ConeHeading | ConeHeading | Direction of sound cone in degrees. Zero is facing forward. In sound.xml | |
OutsideConeVolume | OutsideConeVolume | Maximum volume outside of sound cone. Volume is specified in 1/100dB units, with a value of 10000 being the maximum possible volume. In sound.xml | |
full_scale_distance | FullScaleDistance | The distance, in meters, away from the sound source, when the sound starts to attenuate. In sound.xml | |
panning | Panning | Determines where the sound is placed in the stereo field: 0 : center -10000 : full left 10000 : full right In sound.xml | |
link | The xml structure does not justify the porting of this feature. |