Engine sounds and weapon sounds
Moderator: JeremyaFr
Re: Engine sounds and weapon sounds
- Rookie_One1
- Posts: 1656
- Joined: Thu Feb 26, 2004 12:01 am
Assault Gunboat and Missile board would use HyperStartImp, if we are to go by TIE Fighter game.
And while we are at it, we would probably have to add the shuttles (lambda class and delta-class), too, because if we go by that, the HyperStartImp noise would probably be a "signature" of Cygnus-made and SFS-made hyperdrives, which the shuttles are also using (and the "HyperStartImp" and the "HyperZoomImp" combo being a signature of when you have the TIEs ion engines with it)
And while we are at it, we would probably have to add the shuttles (lambda class and delta-class), too, because if we go by that, the HyperStartImp noise would probably be a "signature" of Cygnus-made and SFS-made hyperdrives, which the shuttles are also using (and the "HyperStartImp" and the "HyperZoomImp" combo being a signature of when you have the TIEs ion engines with it)
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- JeremyaFr
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UPDATE
Hello,
I've updated the engine sound hook.
I've merged the changes from the WIP version into the stable version.
Hello,
I've updated the engine sound hook.
I've merged the changes from the WIP version into the stable version.
-
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Is there any way to get an updated laser and engine sound ? I wanted to play XWAU but the generic sounds are so bland.
- Ace Antilles
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I am working on that. Watch this space. Well not this exact spaceSirRollsRoyce wrote: βFri Jun 26, 2020 8:06 amIs there any way to get an updated laser and engine sound ? I wanted to play XWAU but the generic sounds are so bland.

viewtopic.php?f=19&t=12597&sid=c715f344 ... 291f7efd9e
Be patient and you will be rewarded
- JeremyaFr
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Hello,
You can have a look to: X-Wing Alliance Sounds
You can have a look to: X-Wing Alliance Sounds
-
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Hey Jeremy, So do I install al of these for a complete sound overhaul? Or just install one of them ?
-
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Hi Jeremy,
Please excuse me if I enter in this post.
I see you have created a sound hook.
For your opinion is possible add a file audio (wav) Logger ?
To be honest I like to add the Force Feedback support to Xwing vs tie figher and this log can be very useful to intercept externally all events.
Thanks !
Please excuse me if I enter in this post.
I see you have created a sound hook.
For your opinion is possible add a file audio (wav) Logger ?
To be honest I like to add the Force Feedback support to Xwing vs tie figher and this log can be very useful to intercept externally all events.
Thanks !
- JeremyaFr
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Just one on them.SirRollsRoyce wrote: βFri Jun 26, 2020 5:10 pmHey Jeremy, So do I install al of these for a complete sound overhaul? Or just install one of them ?
- JeremyaFr
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Hello,
I don't know if it is easy or not to add that for XvT.
-
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Sorry to ask again but which one do we download ?
- Ace Antilles
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None of those files are supported or made by the XWA Upgrade. The choice is yours which to get.
I recommend choosing this option for now.
http://xvtedicion.es/ingles/descargas/s ... g.php?id=5
As I mentioned earlier I am working a new 2020 Sound Upgrade which will be out asap
Follow this thread below or my Forum sections for more. Thanks
viewtopic.php?f=19&t=12597&sid=c715f344 ... 291f7efd9e
- JeremyaFr
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UPDATE
Hello,
I've updated the engine sound hook.
I've added support for an upcoming sounds hook.
Hello,
I've updated the engine sound hook.
I've added support for an upcoming sounds hook.
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the engine sound hook.
I've added a EngineSoundTakeOff setting.
Suppose that the craft is "FlightModels\[Model].opt".
To define which sound is played, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
Add a line with "EngineSoundTakeOff = value". The value is between 1 and 2:
- 1 means LandingGearUp
- 2 means MfTakeOff
If the file does not exist, default values are used:
type 2:
- ModelIndex_058_0_45_CorellianTransport2
- ModelIndex_059_0_46_MilleniumFalcon2
- ModelIndex_065_0_52_FamilyTransport
type 1:
other crafts
Hello,
I've updated the engine sound hook.
I've added a EngineSoundTakeOff setting.
Suppose that the craft is "FlightModels\[Model].opt".
To define which sound is played, create a file named "FlightModels\[Model]Sound.txt" or create a section named "[Sound]" in "FlightModels\[Model].ini".
Add a line with "EngineSoundTakeOff = value". The value is between 1 and 2:
- 1 means LandingGearUp
- 2 means MfTakeOff
If the file does not exist, default values are used:
type 2:
- ModelIndex_058_0_45_CorellianTransport2
- ModelIndex_059_0_46_MilleniumFalcon2
- ModelIndex_065_0_52_FamilyTransport
type 1:
other crafts
- JeremyaFr
- Posts: 3840
- Joined: Mon Jan 18, 2010 5:52 pm
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UPDATE
Hello,
I've updated the engine sound hook.
I've added support for custom sounds.
For Interior sounds, when the type is 0, sounds defined in "Wave\Sfx_Interior.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For FlyBy sounds, when the type is 0, sounds defined in "Wave\Sfx_FlyBy.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For EngineWash sounds, when the type is 0, sounds defined in "Wave\Sfx_EngineWash.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For weapon sounds, when the behavior is empty, sounds defined in "Wave\Sfx_Weapon.lst" are used if the lst file exists.
For each craft, there are 10 items. The last item is for the open weapon.
To setup Sfx_EngineWash, copy the following files to WAVE\Sfx_EngineWash\
From WAVE\FE_HIGH_RES\
Copy files:
EngineWash.wav
EngineWashSD.wav
To setup Sfx_FlyBy, copy the following files to WAVE\Sfx_FlyBy\
From WAVE\FE_HIGH_RES\
Copy files:
FlyByAG.wav
FlyByAW.wav
FlyByCORT.wav
FlyByTI.wav
FlyByXW.wav
FlyByYW.wav
To setup Sfx_Interior, copy the following files to WAVE\Sfx_Interior\
From WAVE\FE_HIGH_RES\
Copy files:
EngineIntAG.wav
EngineIntAW.wav
EngineIntCORT.wav
EngineIntFALC.wav
EngineIntTI.wav
EngineIntXW.wav
EngineIntYW.wav
To setup Sfx_Weapon, copy the following files to WAVE\Sfx_Weapon\
From WAVE\FE_HIGH_RES\
Copy files:
EmpireLaser.wav
EmpireLaserChChChhh.wav
EmpireLaserStarship.wav
EmpireLaserTurbo.wav
FalconLaser.wav
FalconLaserTurbo.wav
IonCannon.wav
IonCannonStarship.wav
IonCannonTurbo.wav
RebelLaser.wav
RebelLaserStarship.wav
RebelLaserTurbo.wav
Hello,
I've updated the engine sound hook.
I've added support for custom sounds.
For Interior sounds, when the type is 0, sounds defined in "Wave\Sfx_Interior.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For FlyBy sounds, when the type is 0, sounds defined in "Wave\Sfx_FlyBy.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For EngineWash sounds, when the type is 0, sounds defined in "Wave\Sfx_EngineWash.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For weapon sounds, when the behavior is empty, sounds defined in "Wave\Sfx_Weapon.lst" are used if the lst file exists.
For each craft, there are 10 items. The last item is for the open weapon.
To setup Sfx_EngineWash, copy the following files to WAVE\Sfx_EngineWash\
From WAVE\FE_HIGH_RES\
Copy files:
EngineWash.wav
EngineWashSD.wav
To setup Sfx_FlyBy, copy the following files to WAVE\Sfx_FlyBy\
From WAVE\FE_HIGH_RES\
Copy files:
FlyByAG.wav
FlyByAW.wav
FlyByCORT.wav
FlyByTI.wav
FlyByXW.wav
FlyByYW.wav
To setup Sfx_Interior, copy the following files to WAVE\Sfx_Interior\
From WAVE\FE_HIGH_RES\
Copy files:
EngineIntAG.wav
EngineIntAW.wav
EngineIntCORT.wav
EngineIntFALC.wav
EngineIntTI.wav
EngineIntXW.wav
EngineIntYW.wav
To setup Sfx_Weapon, copy the following files to WAVE\Sfx_Weapon\
From WAVE\FE_HIGH_RES\
Copy files:
EmpireLaser.wav
EmpireLaserChChChhh.wav
EmpireLaserStarship.wav
EmpireLaserTurbo.wav
FalconLaser.wav
FalconLaserTurbo.wav
IonCannon.wav
IonCannonStarship.wav
IonCannonTurbo.wav
RebelLaser.wav
RebelLaserStarship.wav
RebelLaserTurbo.wav
- JeremyaFr
- Posts: 3840
- Joined: Mon Jan 18, 2010 5:52 pm
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UPDATE
Hello,
I've updated the engine sound hook.
I've added TakeOff, EngineSlowing and CanopyOpening sounds.
For TakeOff sounds, when the type is 0, sounds defined in "Wave\Sfx_TakeOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Engine Slowing sounds, sounds defined in "Wave\Sfx_EngineSlowing.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Canopy Opening sounds, sounds defined in "Wave\Sfx_CanopyOpening.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
Hello,
I've updated the engine sound hook.
I've added TakeOff, EngineSlowing and CanopyOpening sounds.
For TakeOff sounds, when the type is 0, sounds defined in "Wave\Sfx_TakeOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Engine Slowing sounds, sounds defined in "Wave\Sfx_EngineSlowing.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Canopy Opening sounds, sounds defined in "Wave\Sfx_CanopyOpening.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
- Ace Antilles
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Thank you for all your work in making our random requests a reality 
Some options seem small but they really open up the game for more immersion
Some options seem small but they really open up the game for more immersion
- JeremyaFr
- Posts: 3840
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
II've updated the engine sound hook.
I've added sounds for the hangar shuttle.
For Shuttle Blast Off sounds, sounds defined in "Wave\Sfx_ShuttleBlastOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Shuttle Shut Down sounds, sounds defined in "Wave\Sfx_ShuttleShutDown.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Shuttle Take Off sounds, sounds defined in "Wave\Sfx_ShuttleTakeOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
Hello,
II've updated the engine sound hook.
I've added sounds for the hangar shuttle.
For Shuttle Blast Off sounds, sounds defined in "Wave\Sfx_ShuttleBlastOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Shuttle Shut Down sounds, sounds defined in "Wave\Sfx_ShuttleShutDown.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
For Shuttle Take Off sounds, sounds defined in "Wave\Sfx_ShuttleTakeOff.lst" are used if the lst file exists. The sounds are indexed by the crafts model index.
- JeremyaFr
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- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the engine sound hook.
I've added support for the Interdiction section in the mission ini file.
When a region in included in the "Region" setting of the "[Interdiction]" section in the mission ini file, the sound "HyperAbort.wav" will be played instead of "HyperEnd.wav" on hyper out the region.
Hello,
I've updated the engine sound hook.
I've added support for the Interdiction section in the mission ini file.
When a region in included in the "Region" setting of the "[Interdiction]" section in the mission ini file, the sound "HyperAbort.wav" will be played instead of "HyperEnd.wav" on hyper out the region.
- Rookie_One1
- Posts: 1656
- Joined: Thu Feb 26, 2004 12:01 am
Really nice updates! Thanks Jeremy!
BTW Jeremy, as stupid as it sound, can you do also add support for custom sounds for the HyperStart and HyperEnd sounds ?
I think it would clean up things nicely to be able to set those sounds like that instead of how the XWAU is setted up right now (right now, for the HyperFalcon and HyperEndFalcon, it's using the sounds section of missions ini files)
BTW Jeremy, as stupid as it sound, can you do also add support for custom sounds for the HyperStart and HyperEnd sounds ?
I think it would clean up things nicely to be able to set those sounds like that instead of how the XWAU is setted up right now (right now, for the HyperFalcon and HyperEndFalcon, it's using the sounds section of missions ini files)
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- Vince T
- Posts: 14029
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You mean for the player craft right? AI Jump sounds have been added with the Hyperspace hook.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- Ace Antilles
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Yeah nearly all the sound effect options have been opened to us now!Rookie_One1 wrote: βSun Jul 31, 2022 7:19 pmReally nice updates! Thanks Jeremy!
BTW Jeremy, as stupid as it sound, can you do also add support for custom sounds for the HyperStart and HyperEnd sounds ?
I think it would clean up things nicely to be able to set those sounds like that instead of how the XWAU is setted up right now (right now, for the HyperFalcon and HyperEndFalcon, it's using the sounds section of missions ini files)
I've got a mountain of sounds and to do work on it to come lol
- Rookie_One1
- Posts: 1656
- Joined: Thu Feb 26, 2004 12:01 am
Yes, speaking for player craft
AFAIK the HyperStart and HyperEnd are mostly for the player craft
AFAIK the HyperStart and HyperEnd are mostly for the player craft

Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- Ace Antilles
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You are right actually. I've hooked sounds for the falcon before... soo...Rookie_One1 wrote: βSun Jul 31, 2022 8:49 pmYes, speaking for player craft
AFAIK the HyperStart and HyperEnd are mostly for the player craft![]()
- Rookie_One1
- Posts: 1656
- Joined: Thu Feb 26, 2004 12:01 am
You did it replacing it on a per mission basis instead of a per craft basis, but using the method that Jeremy created for other sound would make it easier to manage IMO, since it would now be on a per craft basis instead.
That said, it will also mean that someone will probably have to find a way to merge and edit correctly the HyperStartImp and HyperZoomImp together for Tie crafts, and do the same with HyperStartImp and HyperStartReb for SFS/Cygnus non-tie crafts (shuttles, gunboats, etc)....which I think I could try to do in audacity or one of it's forks
That said, it will also mean that someone will probably have to find a way to merge and edit correctly the HyperStartImp and HyperZoomImp together for Tie crafts, and do the same with HyperStartImp and HyperStartReb for SFS/Cygnus non-tie crafts (shuttles, gunboats, etc)....which I think I could try to do in audacity or one of it's forks
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- Ace Antilles
- Posts: 7706
- Joined: Sat Jan 22, 2000 12:01 am
- Contact:
HyperZoomImp can be turned on and off in the ship INI. In fact it's an annoying sound to have.Rookie_One1 wrote: βSun Jul 31, 2022 8:57 pmYou did it replacing it on a per mission basis instead of a per craft basis, but using the method that Jeremy created for other sound would make it easier to manage IMO, since it would now be on a per craft basis instead.
That said, it will also mean that someone will probably have to find a way to merge and edit correctly the HyperStartImp and HyperZoomImp together for Tie crafts, and do the same with HyperStartImp and HyperStartReb for SFS/Cygnus non-tie crafts (shuttles, gunboats, etc)....which I think I could try to do
I would turn them all off as I have a much nicer merged sound as it is.
The Shuttle hangar sounds are now also totally customisable
