In X-Plane 11.10, annunciator sounds automatically play even if you are using FMOD. This is confusing, particularly compared to 11.05 – here’s what’s going on.
We have two categories of sounds that are not handled by FMOD as of 11.10:
- Radio sounds (where you have no way in FMOD to create the exact sound that’s going to happen, because it’s based on the ATC system or speech synthesis).
- Cockpit warning bells and other “event” sounds that are triggered directly from the flight model code.
We are planning to make this second set of sounds FMOD-accessible in the future, but to do so we need to create a system for “events” in X-Plane that is accessible to plugins and the authoring interfaces.
My current thinking is that an “event” system would let plugins subscribe to notifications of events, wire up sound events to sim events, and create new events via the plugin system. We may even be able to eventually play particle effects in response to events. The events would have path names (similar to commands and datarefs) for flexibility.
I had hoped to get to this in 11.10 but we just didn’t have time, so this will have to wait for a future patch. When we do have sound events we’ll have a way to indicate in an FMOD .snd file that (1) you want to wire up sound to particular sim events and (2) you don’t want the built-in sounds anymore.
Here’s the current set of sounds that are played even if FMOD is in use. If you don’t want them, include silent waves in your aircraft’s “sounds” folder.