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What's cooking in the Immersive Audio kitchen?

\- IMPORTANT UPDATE -/

7/11/2021

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After quite a long silence, I think it's finally time to post the update what is happening behind the curtains.
Honestly, not much, especially development wise.

But let me start from the beginning, I will try to keep this post as short as possible.

At 28th of April I had a PRK laser eye surgery (full dioptre removal). The method is knows for a longer 3 month recovery period, especially in my case, I had -10.25 and -8.5 dioptre. Two months passed, and my vision is still not 100% sharp, but I'm almost there, it varies on a daily basis. That means I can now comfortably work in front of a monitor for a longer periods of time without any eye strain.

Now, if you ask me, there was one bigger problem. If you exclude announced small updates for the Maddog X and 737NG CFM soundpacks (still in a work pipeline), I was literally stuck without any material for any SERIOUS future projects. Many of you know that if I don't have a proper audio recordings for a project, I will not even start it, not even think about it. I was never a fan of "fake it until you make it" politics. I'm doing it right, or not doing it at all. Why I emphasized SERIOUS? Any project that requires a full dedication for a few months, like for PMDG NGX/NGXu/747/777 etc, is a pretty serious project. Making a library of 200 to 300 audio files, working on them, process them to sound as clear as possible in the sim when covered with avionics, packs, engines, wind... is a monumental task. Sometimes I spend 6 hours during night listening sounds of switches IN A ENDLESS LOOP, tweaking them, and that really can be extremely mentally exhausting. Many times I went to sleep with sounds of switches ringing in my head. I'm dead serious.

Also, how can we avoid mentioning COVID19? In the last 12 months, due to the current situation I had to miss two recording sessions, one in France for a client, and other in Italy for one of my project. So yeah, planning projects is a task of its own lately.

If you succeed reading until this line, I appreciate it, really. This post isn't a complaint by any means, just a hopefully a short insight how demanding audio design is.

And yes, finally, let's talk about what you are mostly interested. I have couple of backup projects that I want to work on literally to keep Immersive Audio alive and kicking. To be honest, both are more or less for a niche part of flight sim community, and both are connected to a beloved MD80. First is "JTD8D Immersion Soundpack HD", a very demanding project of engine sounds for MD8x family. Why demanding? Simply because the engine sounds are practically inaudible on the real flight deck. So, I've decided to include two versions of sounds in the soundpack - Passenger cabin and Cockpit version. As you guessed, the passenger cabin version is much more immersive version, like you're sitting next to the engines. Be prepared for some serious engine buzz roar. Cockpit version will be a tricky one to do due to above mentioned reason, but it will be processed carefully to mimic the sound of engines behind the closed cockpit doors. The rest is up to you, play with the engine volume slider in the sim as much as you like.

Second project is also connected to a MD80, but for another platform - X-Plane 11. I decided to try adapting great recordings that I have for the MD80, and use them also for the Rotate MD-80 Pro. It's not an easy task, there are a lot of sounds to adapt, process, and test. Also, take this announcement with a grain of salt, since I'm still not 100% sure about the project, how it will advance, etc. But I have all the sounds needed, and that's a start.

That's it. I know I'm not really good at keeping the posts short, but there is (always) a reason behind that.

If you have any questions, feel free to ask below. I will try to answer all with a proper explanation.

Happy flights Captains!
​
Predrag Drobac (Main dev/PR/support)
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