Supersonic Audio

11 Mar 2020 16:47 #45439 by enrogue
try this for aeonwave support:

www.dropbox.com/s/qgygtd6fv3eeoww/fgfs-2019.1.2-aax.exe?dl=0

It's definitely compiled in, but not working on my virtual machine - perhaps aax needs some other setup to work
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11 Mar 2020 18:04 #45440 by timi
The third last post has a couple of compile options.
forum.flightgear.org/viewtopic.php?f=45&...lit=aeonwave#p347162

Not sure if that's the issue why it isn't working?

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11 Mar 2020 20:32 #45442 by enrogue
FLITE is enabled in the build

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11 Mar 2020 20:44 #45443 by enrogue
Just looking at the mailing list - aeonwave might only work properly with the latest simgear/flightgear - I'll recompile to check

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11 Mar 2020 21:38 #45445 by enrogue
OK, it does work with next (2019.2.0) - if you want to grab a recent nightly build this should work as a drop-in

www.dropbox.com/s/1uci1rr6gmqje44/fgfs-2019.2.0-aax.exe?dl=0
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15 Mar 2020 11:12 #45491 by geed
Wow. First time I hear about this. So we will get a modern audio Engine into Flightgear? Amazing!

Is it planned to replace OpenAL with this?

Sorry if I am asking enrogue but at the moment there is not a lot of time for me to dig around the mailing lists. ;)

For this, I could actually go and start writing a front end if it works the way I imagine it to do.

I want this so badly ....

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15 Mar 2020 11:12 - 15 Mar 2020 11:15 #45492 by geed
I will test you build for sure!

Can’t wait to test distance attenuation that actually works! LoL

Also their descrriptive synthesizing capabilities should be very interesting. Timi will surely love this. B)

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15 Mar 2020 11:19 #45493 by enrogue
Unfortunately there is no Mac support at this point so Erik hasn't added any of the extra capabilities to flightgear via AAX

He doesn't have a mac, so no idea if/when that is going to happen

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15 Mar 2020 12:05 #45496 by timi

geed wrote: Also their descrriptive synthesizing capabilities should be very interesting. Timi will surely love this. B)


I wonder if this compatible with the current sound config files?
But sure, I would love a more flexible system. :)

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15 Mar 2020 14:18 #45499 by Algernon
I don't think you'll get a more flexible system. I believe it's just a better implementation of the audio engine, and hopefully will just read the same config files the same way. There are some improvements, such as the doppler works "accurately" apparently, but it's not anything obviously new or different I don't think. Am going to test it in an hour or so.

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15 Mar 2020 16:01 - 15 Mar 2020 16:02 #45500 by geed
I am used to systems like FMOD, WWise and such. In the last 8 years I've been developing simulation sound and its implementations using FMOD and the CryEngine.

That would be the standard I would like to use here as well.

Well, good stuff I read is:

Hirarchical audio emitter structure where local matrices are transformed using the next hirarchies matrix transformaton.

Mixing using a hierarchical bus sytem (sub-mixing) that includes fx modules (EQ, compression and a like)

Master mix with additional fx filters

Synthesizers (waveform generators)

Hopefully fully working distance attenuation

You can use a filter on a distance so no sample based aproach is needed (yay!)

Audio occlusion (yay as well!)


Here's an excerpt about audio-frames: "One thing that sets AeonWave apart is support for audio-frames with sub-mixing capabilities and 3D/4D emitter/audio-frame grouping support. Moving or rotating an audio-frame automatically reorientates all registered emitters and audio-frames along with it. There is no need to orientate them one by one. Audio-frames also adds the possibility to set filters or effects to a group of emitters: If an object with multiple sound emitters moves behind a building or a structure then a single frequency filter assigned to its audio-frame is sufficient. Audio-frames are also used to define sound obstructions and indoor room properties."

Sound interesting!


Ey! And there is distance delay available .. !

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15 Mar 2020 16:06 #45501 by geed
If only compiling and building in windows would be easier ... I don't have the time for wasting hours and hours on trying to setp and fix my build pipeline because of a plethora of cmake and later build errors that I have to investigate in and that need hours of fixing themself. :(

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19 Mar 2020 20:00 #45616 by timi
Just happened to watch this video which reminded me of actually having
two booms when an aircraft is passing by. Although it probably can only
be heard with big aircraft like the Concorde and the Space Shuttle Orbiter.

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20 Mar 2020 00:09 #45617 by enrogue
There is a paper on NTRS about the Shaped Sonic Boom experimental aircraft and other tests that lead up to it - I came across it when looking for F-5E wind tunnel data

The boom is described as an N wave due to the shape - the up peak at the start from the leading wave & the negative peak at the end from the trailing end wave

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20 Mar 2020 03:04 #45618 by Algernon
My simulation does in fact do a double-boom, but the second one gets mixed in with the following sound catching up...
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20 Mar 2020 12:59 #45623 by timi
Just found a supersonic carrier flyby video. The double boom is clear from an F-18 as well.

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20 Mar 2020 13:19 #45624 by timi
There is a 74 ms delay between the bangs in that video.
Attachments:
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20 Mar 2020 16:34 #45628 by Algernon
Very interesting waveform!!

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20 Mar 2020 17:24 - 20 Mar 2020 17:30 #45638 by timi
Not sure if my math is sound here but there seems to be a 25 m
difference between the bangs and the Hornet is 17.1 m long so I
figured it's speed must have been:

340.21/1000*74/17.1=1.47225380117 times the speed of sound.

No?

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20 Mar 2020 18:10 #45642 by timi
Also what the waveform shows is that the air pressure gets lower than the ambient
while the aircraft passes by. Because it starts with a negative half wave.

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