AUDIO MIGRATION AND UPDATING

The audio in Microsoft Flight Simulator 2024 has been developed using Wwise 2022.1.13 Build 8454, but it should be noted that all packages generated from the Microsoft Flight Simulator 2020 SDK Wwise Sample Project (which is based on Wwise 2019.2.5 Build 7349) should be perfectly compatible with MSFS 2024. What this means is that everyone making packages for MSFS 2024 can use the MSFS 2020 Wwise Sample Project on both platforms.

 

This does not mean that you should be using the previous version's sample project however. Since it is not possible to use Wwise 2019.2.5 Build 7349 to remotely control MSFS 2024 audio, it is strongly recommended that add-on creators migrate their projects to Wwise 2022.1.13 Build 8454 using the Wwise migration tool in order to use the Wwise profiler in Microsoft Flight Simulator 2024.

 

One last thing to note about compatibility is that any package generated from Wwise 2022.1.13 Build 8454 is not compatible with Microsoft Flight Simulator 2020 and cannot be backwards migrated to Wwise 2019.2.5 Build 7349.

 

To summarise:

  • Packages made using the Microsoft Flight Simulator 2020 Sample Project are compatible with Microsoft Flight Simulator 2024
  • PCK and Soundbanks created using 2019.2.5 Build 7349 are compatible with Microsoft Flight Simulator 2024.
  • Projects created using 2019.2.5 Build 7349 can (and should) be migrated to 2022.1.13 Build 8454 using the Wwise Authoring Migration Tool.
  • Projects created for Microsoft Flight Simulator 2024 are not backwards compatible with Microsoft Flight Simulator 2020.
  • PCK and Soundbanks created using Wwise 2022.1.13 Build 8454 are not backwards compatible with Wwise 2019.2.5 Build 7349

 

The general recommendations for add-on creators will depend on the target audience for the add-on being created. In general, there are three scenarios which will influence the workflow and the tools being used:

 

  1. For creators who are making add-ons exclusively for MSFS 2020: No changes are needed to your workfow, and you can continue to use the Wwise Sample Project distributed with the MSFS 2020 SDK.
     

  2. For creators who are making add-ons exclusively for MSFS 2024: You should use the Wwise Sample Project distributed with the MSFS 2024 SDK to make all your add-on content.
     

  3. For creators who are making add-ons for both MSFS 2020 and MSFS 2024: We recommend that you follow the audio implementation process on MSFS 2020 using the Wwise 2019.2.5 Build 7349 sample project. Once you have this setup for the legacy aircraft, you can then save a copy of the project and open it in Wwise 2022.1.13 Build 8454. This will automatically open the migration tool and perform the relevant updates. You can then go ahead and make any changes to the project (if required) for Microsoft Flight Simulator 2024.

 

 

New Sound Features In Microsoft Flight Simulator 2024

In this section we give the details and references for the changes that have been made to the Microsoft Flight Simulator 2024 audio system (relating both to Wwise and aircraft files).

 

 

Sound Debugging Tools

The SimObject Editor (an updated version of the legacy Aircraft Editor) has a new tab that is designed to help parse, check and edit the sound files associated with any part of a modular aircraft. You can find out all the information here:

 

This editor also has a tab dedicated to debugging and editing animations, which includes the ability to edit and debug any <AnimationSounds> events that are being triggered by an animation. You can find further information here:

 

 

Ambisonic Reverbs

The <Parameter /> sub-element has been updated with new attributes which can be used to route audio into the Wwise game-defined Ambisonic buses (when the Name attribute is set to "ReverberationPreset"). These attributes are:

  1. AmbisonicOutside
  2. AmbisonicInside
  3. AmbisonicCabin

 

 

New Cabin Shareset

The <Parameter /> element has been updated with information on the new ShareSetCabin attribute which is a new reverbration preset that can be used direct audio through the game defined cabin audio bus. This change also includes a new attribute for the <Sound> element - StaticNodeReverb - which permits you to select which of the custom shareset reverb buses to route a sound through.

 

 

Spatial Positioning For Audio Using Nodes Or Reference Points

The <Sound> element has the following new attributes which can be used to position a sound effect within 3D space:

  1. PositionX
  2. PositionY
  3. PositionZ

 

Positioning is relative to a specific reference on the aircraft, with this reference being defined in one of the following three ways:

  • If a NodeName is supplied then the X/Y/Z position will be offset from the given node.
  • If a ReferencePointName is supplied then the X/Y/Z position will be offset from the given reference point.
  • If neither a node nor a reference point are supplied, the X/Y/Z position will be offset from the Datum Reference Point.

It should be noted that using the Sounds tab of the SimObject Editor, you can use The Edition Gizmo to place the sound origin within the simulation itself, rather than using trial and error adding values directly into the XML.

 

 

Derived SimVar Values

When working with SimVar sound triggers, it is now possible to use a derived value from the SimVar by adding in the Derived attribute to the <Sound> element. You can find examples of how this can be used from the Derived Values section of the Sound XML Examples page.

 

 

Trigger Values

The <Sound> element has a new sub-element which can be used to trigger the sound being defined when a given value has been reached. Multiple triggers can be defined for any sound and the sound will be played when the SimVar value reaches either of the values given. The sound can also be set to trigger when the SimVar value is increasing or when it is decreasing. For more information please see <TriggerValue />.

 

 

LocalVarsEX1

The <Sound>, <Requires>, and <WwiseRtpc /> elements have all been updated with a new attribute for dealing with local variables: LocalVarsEX1. This attribute should be used for all local variables instead of the legacy LocalVars attribute. The legacy version was not using "true" local scope variables and they could be shared with multiple aircraft under specific circumstances, while this version of the attribute uses the properly scoped version of the local variables. See the [LocalVars_EX1] section for more information on how local variables are scoped in Microsoft Flight Simulator 2024.

 

 

Early Reflections

The Wwise Sample Project now incorporates the Reflect Plugin, permitting the generation of early reflections when your audio is played and routed through the appropriate bus. For more information, please see here:

 

 

Updated RTPC Simvars And Parameters

The Wwise Sample Project now contains a number of new RTPC SimVars and Shared Parameters for you to use in your own projects. These are all listed on the following page:

 

 

Engine Audio In The Cockpit

Another new feature to Microsoft Flight Simulator 2024 is the ability to open the cockpit. This means that engine (and other environmental noises) will need to be "injected" into the cockpit audio to simulate the change from a closed, insulated cockpit, to an open one. This feature is fully documented on the following page:

 

 

Modular SimObjects And Audio

With Microsoft Flight Simulator 2024 SimObjects are now "modular", giving a much more flexible approach to their creation and the reutilisation of components between aircraft and projects. This modularity can be applied to audio as well, and the rules for how this works are outlined in the following section: