SimSounds 3.1 - Review

Engines, landing gear, spoilers and drag all create noise and vibration.  To ensure an immersive environment is created, these sounds (and others) must be replicated as closely as possible to the real sound

The definition of immersion is a perception of being physically present in a non-physical world.  This perception is created by surrounding the user in images, sound and other stimuli that provide an engrossing total environment. 

When this is done correctly, the illusion is complete.  However, the immersion effect is downgraded when something doesn't replicate or mimic its real-world counterpart effectively.

Flight simulator enthusiasts go to exuberant lengths to create the illusion of flight.  Purpose built flight decks, aircraft shells, real aviation equipment and stunning external visuals all add to the immersion effect.  But, what about sound – in particular realistic aircraft, cabin and environmental sounds.

SimSounds

SimSounds is a small standalone program developed by Thomas Langenkamp in Germany.  The design of the program is very simple in that it enables you to preselect and configure a number of add-on sounds that are often missing in Flight Simulator.   This is in addition to playing airline cabin announcements and cabin calls at pre-defined phases in a flight.

By its inclusion of airliner cabin announcements, SimSounds has targeted the airliner market (in particular Boeing and Airbus).  However, there is no reason why SimSounds can't be used for general aviation aircraft and other airliner types. 

To increase immersion further, several sounds used by SimSounds can be sent to Butt-Kicker to generate vibrations when a particular sound is played.   

SimSounds can be configured to work alongside several avionics suites and other programs such as ProSim-AR (737 & A320), Sim Avionics, PMDG (NGX), P3D and FSX. 

Review Limitations

The software generates numerous sounds, and the conditions in which the sounds are played is quite exhaustive.  To delve into each sound and occurrence condition would take longer than one article. 

Therefore, I will concentrate on the main aspects of the software that are of particular relevance to the flight deck builder.  I will also include a few screen captures of the program’s User Interface which is more or less identical across all pages.  This review will not include how SimSounds interacts with Butt-Kicker.  (I do not own or use a Butt-Kicker).

This review addresses SimSounds V3.1

If you wish to read other user reviews of SimSounds, I suggest you navigate to SimMarket.  A video created by the developer can also be viewed on U-Tube

What Does SimSounds Do

In essence SimSounds provides the following:

(i)       Cabin crew announcements (automatic phase flight detection for cabin announcements);

(ii)      Cabin calming mood music;

(iii)     Aircraft sounds (some speed dependent);

(iv)     Cabin sounds;

(v)      Environmental sounds (some speed dependent); and,

(vi)     Sounds that are compatible for use with Butt-Kicker (vibrations).

Let’s examine some of these sounds more closely.

Cabin Announcements (crew)

A prerecorded cabin announcement (CA) and cabin intercom call (CIC) will play during the following flight phases:

(i)          CA: Boarding complete;

(ii)         CA: Welcome with flexible Captain's name and dynamic local time detection;

(iii)        CA: Safety instructions;

(iv)        CA: After takeoff information;

(v)         CA: Cruise (service and duty free);

(vi)        CA: Seat belt sign on during cruise;

(vii)       CA: Decent information;

(viii)      CA: Approach information (placeholder only);

(ix)        CA: Landing information (placeholder only);

(x)         CA: After landing (with dynamic airport detection based on useable airports);

(xi)        CA: Parking Position;

(xii)       CIC: 'Passengers fastened'; and,

(xiii)      CIC: 'Cabin is ready'.

The nationality and sex of the voice is selected from the User Interface: English, French, German, Dutch or Portuguese.   English and German are the default languages, and other language packs (crew packs) can be purchased separately.  There is also an option to add your own voice (prerecorded .wav file).

The Approach and Landing information (viii & ix) will only be played for preinstalled airports (at the time of writing there are 92 defined airports worldwide that can be used).  SimSounds automatically detects the airport in use, and provided the option is selected in the User Interface, the airport name will be used in all airport-related cabin announcements.

The cabin announcements and intercom calls are automatically generated and are triggered by the aircraft’s phase of flight (SimSounds refers to this as 'Automatic Flight Phase Detection').  There is no calibration or setup required for this to occur.  The logic a has been embedded into the program.

Aircraft Sounds

The following aircraft sounds, some which are speed dependent, are included:

(i)        Roll and wheel bump sounds for main gear and nose wheel (speed dependent);

(ii)       Touch down sounds for main gear and nose wheel (vertical speed dependent);

(iii)      Landing gear up sound;

(iv)      Landing gear down sound;

(v)       Falling rain sound (speed dependent);

(vi)      Wind sound (speed dependent);

(vii)     Flaps sounds (speed dependent);

(viii)    Opening and closing front door sounds;

(ix)      Turbulence;

(x)       Engines;

(xi)      Reverse thrust (engines);

(xii)     Tail Strike;

(xiii)    Parking Brake activation and deactivation;

(xiv)    Spoilers (speed brakes);

(xv)     Auto brakes lever sound (as speed brakes deploy on landing); and,

(xvi)    Wind sound enhancement when landing gear is deployed.

You can individually select these sounds from the User Interface.  Furthermore, speed dependent sounds have the flexibility of being preset to only become audible when a specific speed has been reached.   All sounds have independent volume control.

Cabin Sounds

Cabin sounds include the following:

(i)       Cockpit fans;

(ii)      Doors opening and closing;

(iii)     Seat belt chime;

(iv)     No smoking chime;

(v)      Passenger background noise and boarding (mainly low talking and scuffling) ;

(vi)     Cabin calming music (boarding, after landing and parking);

(vii)    Clapping sound; and,

(viii)   Screaming sound.

For the seat belt and no smoking chime (iii & iv) to function correctly, it’s necessary to define a FSUIPC offset (discussed later in this article). 

For the cabin calming mood music (vi) to play you will need to correctly map and configure the doors of the aircraft.  Failure to do this will result in the music not playing.

The clapping and screaming sound (vii & viii) is an audio of people clapping or screaming.  Both sounds and their volume can be adjusted to play following a landing at a specific vertical speed (V/S).  

Flexibility - Independent Volume and Speed Dependency Functionality

It’s important to note that SimSounds is VERY flexible in how, when, and at what volume any sound is played.   Each sound has independent control enabling the user to turn the sounds on or off, alter the sound’s volume, or adjust when the sound will become audible (sounds with speed dependency). 

Speed dependency is when a sound will play only when the simulator aircraft reaches a certain airspeed or ground speed. In the User Interface for the specific sound, a sliding tab is used to preset the speed at which the sound will play.  Similarly, another sliding tab will allow you to preset the volume of the sound.  It’s this flexibility in how and when sounds are played that makes SimSounds rather unique.

User Interface / Aircraft Sounds / Wind.  The active button is selected, meaning that the sound is active.  The 'wind' sound file will play when the ground roll of the aircraft reaches 80 knots (the timing which the sound is played is linked to the ground speed of the aircraft).  The sound will then slowly increase in volume, reaching the maximum volume (as indicated by the maximum volume % slider tab) at 201 knots)

Installation, Setup and Before Purchase Evaluation

The Installation is VERY easy.  Once downloaded, the program is installed to either one or more computers (server and clients).  FSUIPC and WideFS is required if you wish to run SimSounds from one or more client computers. 

The program is standalone and can be installed anywhere on your computer system.  It’s not a requirement to install the software to your main C Drive; it can easily be run from the desktop or from a second drive. If required, a shortcut can be made from the executable file, or the command line can be added to a batch file (for automatic opening of all programs with one mouse click).

SimSounds does not require extensive calibration and setup to function.  With the exception of indicating what sounds are to be played and their parameters, the following will need to be done from the main page of the User Interface:

(i)       SimSounds/License Key – Enter license key (after purchase).

(ii)      Settings/Common – Select either PMDG offsets, PS737/A320, or leave blank.

(iii)     Settings/Sound Cards – Select sound card for aircraft sounds, cabin sounds and flight deck sounds.

Additionally, for full functionality (music and chimes) you will need to synchronise the door logic to flight simulator and define a FSUPIC offset for the no smoking and seatbelt signs.

A complete and fully functional SimSounds is available as a free download from the SimSounds website.  The evaluation period is a generous 30 days.

System Requirements

SimSounds requires the following to function correctly:

(i)      An active internet connection;

(ii)     Windows 7, 8 or 10 operating system;

(iii)    Microsoft Flight Simulator 10 (FSX) or Prepar3D Version 4.1 to 4.5; and,

(iv)    FSUPIC and WideFS.

ProSim-AR Users (ProSim737 Avionics Suite)

Thomas (the developer of Simsounds) has worked closely with the developers of ProSim-AR to ensure that the software is 100% compatible with the ProSim737 avionics suite.  

SimSounds does not replace the sounds in the ProSim audio folder used by ProSim737, but rather uses its own dedicated folder.  However, some sounds are duplicated.  Therefore, it’s a matter of choosing which specific sounds (.wav files) you wish to use (select sounds from either SimSounds or ProSim Audio).  

For the cabin calming mood music to be automatically played when the aircraft doors are open, ProSim737 users will need to correctly map and configure the doors of the aircraft.  The process to do this varies between proSim737 releases.

Similarly, for the seatbelt and no smoking chime to function correctly (when you manipulate a switch), a FSUIPC offset will need to be defined.  The offset is defined in CONFIG/MISC menu of ProSim737 using a GATE.  

  •  Seat belt sign – FSUIPC offset 8 bit U: 0x341D.

  • No smoking sign – FSUIPC offset 8 but U: 0x341C.

Program/Software Manual, Help and Updates

The developer has elected to not provide a comprehensive manual.  However, a very basic on-line manual and Frequently Asked Question section can be found on the website.

To be frank, I prefer reading a manual prior to using any program.  But, considering the program’s flexibility and exhaustive content, writing a manual would be very time consuming and would probably be confusing and counterproductive.  This software is very much a ‘hands-on’ learning experience.  

To learn what the program can do, you must install the software and experiment with the various sounds and cabin settings.  

SimSounds does not have a dedicated forum.  However, the developer is very active on the ProSim737 forum and is eager to provide help to anyone needing assistance.  He is also open to suggestions and recommendations to improve the software.  

Improvements to the software and beta releases are published on the SimSounds website.  If the 'check for updates' is selected from the User Interface, the program will alert you to when an update has been released.

Important Point:

  • The best way to test this program to determine its usefulness is to install the software and trial the various features.

User Interface (UI)

SimSounds is a relatively powerful program and it's control centre is the main page and sub-pages accessible from the menu-style tab system. 

The control center of the SimSounds program is the User Interface.  The main page displays setup information, current state of buttons and sounds, and pertinent flight parameters.  Each of the tabs is interactive which enables individual sounds to be activated ‘on the fly’

SimSounds will always display the main page (front page) of the User Interface. This page (Figure left) is important in that, in addition to providing an interface to enter into the program’s sub-pages, it also displays setup information and various flight parameters.  The flight parameters are ‘live’, meaning the parameters are continually updated during a flight.

Also displayed are the active continuous sounds that have been configured to play (continuous sounds play all the time).  This is in addition to the current state of the no smoking and seat belt buttons, and the door state.  There is also a pause button to pause flight simulator.

Interactive Coloured Tabs

The dozen or so tabs located at the lower right of the main page provide a visual indication to what sounds have been configured to play in SimSounds.  These tabs are interactive, meaning that by pressing the tab, the sound can be manually turned on or off, or if the sound is currently playing, it can be cancelled (paused).

Three colours and the use of solid-filled text are used to indicate various sound states:

(i)      Neutral (no colour)  text solid filled –  sound configured to play.

(ii)     Neutral (no colour)  text not filled – sound not configured to play.

(iii)    Blue colour – sound currently playing.

(iv)    Pink colour – Sound configured to play, but has been manually turned off (by pressing the tab/button with your mouse).

The use of interactive tabs enables configured sounds to be turned on, off, or paused 'on the fly'.

Sub-pages (User Interface)

Each page is well laid out and easy to follow.  I will not explain every page as many are self explanatory. 

As an example, we will examine the Aircraft Sounds / Roll page (Figure 1 below).  

Aircraft Sounds / Roll Page (an example)

This page has several interactive tabs that align with the top of the main page.  Each tab relates to a specific sound. 

At the upper left of the page is a check box named ‘active’(on/off).  This is where you can either turn the sound on or off.  

User Interface / Aircraft Sounds / Roll.  The active button is selected meaning that the sound is active (turned on).  The 'aircraft roll' sound file will play when the ground roll of the aircraft reaches 12 knots.  The sound will then slowly increase in volume, reaching the maximum volume (as indicated by the maximum volume % slider tab) at 97 knots.  All the tabs in the User Interface have a similar graphical interface which is very easy to understand and manipulate

The box named 'Sound File' is the location of the sound file that is to be played.

The three sliding blue-coloured tabs are self explanatory.  One slider sets the maximum volume that the sound will play at, while the other two sliders relate to speed dependency.  One slider is used to set the speed at which the sound will begin to play, and the other is used to alter the speed at which the sound will reach full volume (as set in the maximum volume slider).  

The ‘Add’ (so many knots) box enables the user to fine tune the volume of the played sound.  For example, the volume (of the 'roll' sound) increases with increasing speed. If you want the 'roll' sound to start earlier, this value can be altered in the ‘add’ box resulting in a higher volume of the 'roll' sound at lower speeds.

Changing Sound File and Location

Any sound or cabin announcement can be replaced with another customised sound or recorded cabin announcement.  To replace a sound it’s a matter of replacing the sound in the SimSounds sound folder and linking the new sound file to the software.

To do this, the two boxes to the right of the 'Sound File' box are opened.  This reveals a dialogue box that enables you to select a new file location and sound file. The small speaker icon enables the sound to be played to check the volume prior to saving the configuration (‘Apply and OK’). 

Important Points:

  • Any of the pre-selected sounds can be cancelled (paused) from the front page of the User Interface.  This is done by pressing the appropriate tab.  This can be done ‘on the fly’.

  • The User Interface is very intuitive and straightforward to use.

Test Mode

The developer has had the forethought to include a test mode in the program (‘Test’).  The Test Mode is accessible from the main page and includes a list of all configured sounds.  Each sound can be individually played at the configured volume.  This is very handy if you want to review (and hear) what sounds you have configured in SimSounds.  

Reliability and System Resources

During my testing, the software was very reliable and robust.  The software played all sounds as configured and I didn’t experience any drop outs or failure of the software to open correctly (I use a batch file). 

SimSounds works out of the box with minimal computer configuration.

Concerning system resources.  During my testing, I didn't note any depreciable use of system resources running SimSounds on a server and client computer.

Accuracy of Sounds - Artistic License

There has been a certain amount of artistic licence taken in relation to the accuracy of some of the sounds.  

For example, when sitting in the flight deck of a real Boeing 737 aircraft, you cannot hear the flaps move when the flaps lever is manipulated (apart from anything else, there is too much ambient noise in the flight deck).  Nor can you hear air whistling, or increased whistling, as the flaps are deployed from flaps UP to flaps 40. 

Similarly, you cannot hear the speed brakes (aka spoilers) when they are moved to the up position (you do, however, feel the increased drag).   

The use of these sounds should not be seen as a shortfall, as many enthusiasts like to hear these sounds (like they can hear in the cabin), and it’s an easy matter to turn the sounds off in the User Interface if they are not wanted.

Also, bear in mind that SimSounds has been developed for a broad audience.  Light aircraft users will want to hear these sounds, as in a light aircraft you will hear the flaps move, and hear the wind whistling over the flap surfaces as the flaps are deployed.

Not all the sounds have been recorded from a real 737; some sounds have been fabricated.   For purists, it’s a straightforward process to remove the fabricatedsounds and replace them with genuine sounds.

The following sounds have been recorded from a real Boeing 737:

(i)      Wind (without flaps sound);

(ii)      Roll sound;

(iii)     Bump sound;

(iv)     Touchdown sound;

(v)      Doors opening sound;

(vi)     Doors closing sound;

(vii)     Landing gear up sound; and,

(viii)    Landing gear down sound.

Sound Configuration (my simulator)

No setup is identical when it comes to sound; what works for one individual may not work for another.

The beauty of SimSounds is that you can run multiple instances of the program and select multiple sound cards.  This allows you to select to which speakers the sound is directed, enabling considerable flexibility in generating sound from differing directions.  This adds to immersion.

In my simulator, I have two instances of SimSounds running; one from the server and one from client computer  I always have the main User Interface open on the client computer and positioned in such a way that it's easily viewable on the client's display along with the instructor station (FS Flight Control).  This enables me, if necessary, to cancel (pause) specific sounds. Note that in newer ProSim737 releases the use of the FS Flight Control instructor station is not necessary as ProSim737 has its own dedicated IOS.

Each instance of SimSounds is linked to a dedicated speaker system that is mounted in different areas of the flight deck.  This ensures two things.  First, that cabin announcements, cabin intercom calls, and mood music (generated by SimSounds) is heard from a different speaker to avionics call outs, and second, the other sounds generated by SimSounds (aircraft, cabin and environmental sounds) are played from a speaker, and at a location, that is different from the speaker that plays the engine sounds.

Location of Speakers

I’m not a big user of cabin announcements.  However, when selected, all cabin announcements are played through a dedicated speaker mounted behind the Captain’s seat, while specific speed dependent sounds, such as the 'wheel rolling' sound and 'rolling bump' sound are played through another speaker mounted forward of and under the platform (for the nose wheel landing gear), and behind and under the platform (for the main landing gear). 

I also play the variable volume 'wind' sound  from a speaker mounted forward of the flight deck (to mimic the wind blowing over the nose of the aircraft).

I particularly like the easily adjustable 'wind' sound, 'nose wheel rolling' sound, and 'rolling bump' sound, which if set to a reasonable volume and speed (speed dependency), greatly improve sound immersion.  

Other sounds I use are the ‘clapping’ sound that plays to indicate a landing at a very low vertical speed, and the 'tail strike' sound.  The speed dependent 'rain' sound, if the correct volume is configured, is also very realistic. 

Another attribute I find useful, is the display on the User Interface of the vertical speed (V/S) at landing.  This is useful in determining if a landing has been made within safety parameters.

he Butt-Kicker tab is selected from the main User Interface.  When opened, the sub-menu allows various sounds to be activated within the Butt-Kicker program

Butt-Kicker

Although this article does not discuss the butt-kicker functionality, the figure below shows the page used to configure what sounds are used by Butt-Kicker.

Final Call

The use of sound should not be underestimated when trying to create an immersive environment; it’s often the small nuances that a sound brings to a simulation that makes the experience more pleasing and enjoyable.

SimSounds is a small but powerful program that, when setup correctly, greatly enhances the sound capability of the simulator.  The program is reliable, robust, seamless in its application, and very flexible in when, and at what volume the sounds are generated.  

It’s obvious from the onset, that Thomas has designed SimSounds to encapsulate a number of parameters (sounds, announcements, cabin calls and flight data information) that have previously only been available by using multiple programs.  This, and the ability to easily configure a speed dependency sound, is what makes this program worthy of investment.

Finally, the developer of SimSounds is proactive and is open to suggestions on ways to improve his software.  The software is available for trial at https://www.simsounds.de/ or purchase at SimMarket.