# Wave Data Sound Properties The Wave Data approach to sound using [`sound.xml`](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 `` that require the use of the Wwise editor. Also note that when using this approach, `` elements must have the `WwiseData` attribute set to `"False"`. {{< callout context="caution" title="IMPORTANT!" icon="outline/alert-triangle" >}} You should ensure that your Wwise Project files are up to date based on the most recent version supplied with the SDK. See here: [Using Wwise](../../sound/using-wwise/) {{< /callout >}}   The sound formats available to use with Wave Data are {{< glossterm >}}pcm{{< /glossterm >}} `*.wav` at 16 bits per sample and Microsoft {{< glossterm >}}adpcm{{< /glossterm >}} `*.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` Yes `Starter` Yes `CombustionStart` Yes `Shutdown` Yes `JetWhine` Yes `NonCombustion` Yes `Propeller` Yes `Rotor` Yes `eng N_combustion ` *N* is a value between 1 and 4, representing an engine, eg: `eng 1_combustioneng 4_propeng 2_shutdown` etc... `` Yes `eng N_starter` Yes `eng N_jet_whine` Yes `eng N_non_combustion` Yes `eng N_prop` Yes `eng N_rotor` Yes `eng N_combustion_start` Yes `eng N_shutdown` Yes `AP_DISENGAGE_SOUND` Yes `AP_PREFLIGHT_CHECK_OVER` Yes `OVERSPEED_WARNING_SOUND` Yes `STALL_WARNING` Yes `FLAPS` Yes `GEAR_UP` Yes `GEAR_DOWN` Yes `EXIT_OPEN` Yes `EXIT_CLOSED` Yes `GYRO_SOUND` Yes `FUEL_PUMP` Yes `GROUND_ROLL` Yes `CENTER_TOUCHDOWN` Yes `AUX_TOUCHDOWN` Yes `LEFT_TOUCHDOWN` Yes `RIGHT_TOUCHDOWN` Yes `FUSELAGE_SCRAPE` Yes `LEFT_WING_SCRAPE` Yes `RIGHT_WING_SCRAPE` Yes `AUX1_SCRAPE` Yes `AUX2_SCRAPE` Yes `XTAIL_SCRAPE` Yes `CRASH_SOUND` Yes `SPLASH_SOUND` Yes `WIND_SOUND` 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](sound-xml/) `` Yes `custom_engine_sound_ N` To be defined in [sound.xml](sound-xml/) `` No `custom_instrument_sound_ N` To be defined in [sound.xml](sound-xml/) `` No `custom_ground_sound_ N` To be defined in [sound.xml](sound-xml/) `` No `custom_misc_sound_ N` To be defined in [sound.xml](sound-xml/) `` No `custom_rain_sound_ N` To be defined in [sound.xml](sound-xml/) `` No `custom_rattle_sound_ N` To be defined in [sound.xml](sound-xml/) `` No `custom_warning_cockpit_sound_ N` To be defined in [sound.xml](sound-xml/) `` No `custom_warning_headset_sound_ N` To be defined in [sound.xml](sound-xml/) `` No     ### `WwiseData="False"` Specific Sound Attributes When using the `` 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 `` element in such cases: {{< callout context="note" title="NOTE" icon="outline/bulb" >}} These attributes should not be used when creating new assets and are only shown as a reference for when you are porting legacy assets into Microsoft Flight Simulator 2024. {{< /callout >}}   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 `` 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 `` 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](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: - [Event Naming Convention](../../sound/using-wwise/#event-naming-convention) 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 `InsideConeAngle` will not be attenuated - the region between the angles will attenuate gradually until it reaches `OutsideConeAngle` - the region outside the `OutsideConeAngle` will default to the `OutsideConeVolume` 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*: 1. A **node** of the aircraft model when the `NodeName` attribute is included in the sound definition. 2. The aircraft [Datum Reference Point](../modular-simobjects/aircraft/aircraft/#datum-reference-point) if no `NodeName` attribute is included. Positioning the sound by inputing values here is tricky, so we recommend that you use the [Sounds](../../devmode/editors/simobject-editor/sound/sounds/) tab of the [SimObject Editor](../../devmode/editors/simobject-editor/the-simobject-editor/) which lets you use [The Edition Gizmo](../../devmode/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 `` elements may also have the following sub-elements present: ``, ``.   #### <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 `` sub-elements and has the following attributes:   {{< table-wrapper >}} | 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 | {{< /table-wrapper >}}   #### <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 `` sub-elements and has the following attributes:   {{< table-wrapper >}} | 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 | {{< /table-wrapper >}}   #### <Point /> This self-closing element is a sub-element for `` and ``. It defines a single point along the curve and has the following attributes:  
AttributeDescriptionTypeRequired
SimValueThe value for the referenced SimVar.FloatYes
Output

The output ratio or percent where:

  • for the <PitchCurve> the output a frequency ratio. 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. A value of 0.5 specifies that the file is played an octave lower and twice as slower.
  • for the <volumeCurve> the output is in percent, clamped between 0.0 and 100.0. The units are linear, with a value of 50 meaning -3dB attenuation, and 0 meaning silence.
FloatYes
    ### 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: ``` xml ```     ### 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 PROPERTYMicrosoft Flight Simulator SOUND.CFG PROPERTYMicrosoft Flight Simulator 2024 SOUND.XML ATTRIBUTEXML Description
filename FileNameSpecifies 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: FileName= "Mysound01,Mysound02,Mysound03"
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 ViewPointDetermines whether the sound plays in the cockpit or outside or both. Without these parameters the sound will play in both viewpoints. In sound.xml : ViewPoint= "Inside"
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 SOUND.CFG system is that you can connect the volume curve to the SimVars of your choice. See the above Legacy WwiseData="False" Pitch/Volume Curve Example.

rparams PitchCurveDefines 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 InsideConeAngleInside sound cone angle in degrees. In sound.xml InsideConeAngle= "90"
OutsideConeAngle OutsideConeAngleOutside sound cone angle in degrees. In sound.xml OutsideConeAngle= "360"
ConePitch ConePitchThe pitch, in degrees, of the sound cone. In sound.xml ConePitch= "50"
ConeHeading ConeHeadingDirection of sound cone in degrees. Zero is facing forward. In sound.xml ConeHeading= "180"
OutsideConeVolume OutsideConeVolumeMaximum 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 OutsideConeVolume= "6000"
full_scale_distance FullScaleDistanceThe distance, in meters, away from the sound source, when the sound starts to attenuate. In sound.xml FullScaleDistance= "150"
panning Panning

Determines where the sound is placed in the stereo field:

0 : center -10000 : full left 10000 : full right In sound.xml Panning= "0"

link The xml structure does not justify the porting of this feature.