User manual

F4-BMS 2.0 User Manual
¿ E - External sound, when heard from in the pit, extra attenuation is applied
¿ S - External sound, if the player's ac (self) emitted that sound, it is not attenuated when
heard from the inside. (useful for things like hits to the fuselage)
¿ I - Internal sound, only heard while in pit
¿ V - VMS aka Betty - sound is always heard
¿ L - Sound is played looping
¿ F - Frequency can be adjusted
¿ H - High priority
¿ R - Reverse Doppler effect, this might be useful for Burner sounds.
¿ C - Uses Cone data (not implemented yet)
Notes:
Only external sounds have 3d affects applied to them.
Column 9:
Unused
Column 10:
Sound Volume Group - These coorespond to the sound level sliders in F4's Sound Setup.
Column 11:
LinkedSoundID - this is the ID number of another sound. This allows F4 to automatically play
multiple sounds. This is useful where the code doesn't explicitly call internal & external sounds for
the same effect. An example of this is the Vulcan cannon sounds.If you check the sound table,
you'll see that the vulcan sound is already setup using this method. (New WAV files are still
needed however)
Column 12:
Unused
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