carlos hermida Posted October 26, 2011 Report Share Posted October 26, 2011 (edited) Hi Peter, I am using this script with FSX in my 737 cockpit but sometimes I am getting the turb.wav sound running while on the ground...so what should I need to change in this script to only sounds this turb.wav after take off? Regards, Carlos Edited October 26, 2011 by carlos hermida Link to comment Share on other sites More sharing options...
Pete Dowson Posted October 26, 2011 Report Share Posted October 26, 2011 I am using this script with FSX in my 737 cockpit but sometimes I am getting the turb.wav sound running while on the ground...so what should I need to change in this script to only sounds this turb.wav after take off? What script? Why not simply test the "on ground" flag at offset 0366? Pete Link to comment Share on other sites More sharing options...
carlos hermida Posted October 27, 2011 Report Share Posted October 27, 2011 This one's from cellular55, please see the link below if needed... So, where should I include this "on ground" flag in that script ? Do you matter to point me because I am not good programming... Thank you in advance ! Carlos Link to comment Share on other sites More sharing options...
Pete Dowson Posted October 27, 2011 Report Share Posted October 27, 2011 This one's from cellular55, please see the link below if needed... http://forum.simflig...io-chatter-lua/ So, where should I include this "on ground" flag in that script ? Do you matter to point me because I am not good programming... Looks like it already checks the ground flag before it starts playing the turbulence wave. It simply doesn't check for ground afterwards, so if you land and there's still turbulence on the ground, it will still play. Is that what you are getting? I'm afraid I'm away now until Monday, so apologies for any delay in further answers. Pete Link to comment Share on other sites More sharing options...
carlos hermida Posted October 28, 2011 Report Share Posted October 28, 2011 1319755153[/url]' post='432867']Looks like it already checks the ground flag before it starts playing the turbulence wave. It simply doesn't check for ground afterwards, so if you land and there's still turbulence on the ground, it will still play. Is that what you are getting? I'm afraid I'm away now until Monday, so apologies for any delay in further answers. Pete No problem Peter take you time to reply! Correct, I have noted that it plays on the ground after landing as you mention, anything posible to correct or update with it? Carloa Link to comment Share on other sites More sharing options...
Pete Dowson Posted October 31, 2011 Report Share Posted October 31, 2011 Correct, I have noted that it plays on the ground after landing as you mention, anything posible to correct or update with it? Of course, just test the on ground flag via an event, and stop the sound if it is playing. Add this to the code: ref = 0 near the top , where the other variables are set, and this at the end: function onground(off, val) if val ~= 0 and sndflg ~= 0 then sound.stop(ref) sndflg=0 end end event.offset(0x0366, "UW", "onground") Regards Pete Link to comment Share on other sites More sharing options...
carlos hermida Posted November 6, 2011 Report Share Posted November 6, 2011 1320058777[/url]' post='432969']Of course, just test the on ground flag via an event, and stop the sound if it is playing. Add this to the code: ref = 0 near the top , where the other variables are set, and this at the end: function onground(off, val) if val ~= 0 and sndflg ~= 0 then sound.stop(ref) sndflg=0 end end event.offset(0x0366, "UW", "onground") Regards Pete Hi Pete, Many thanks ! I will test it this week when back home and I will report you how it goes ! Regards, Carlos Link to comment Share on other sites More sharing options...
carlos hermida Posted November 15, 2011 Report Share Posted November 15, 2011 Hi Pete, It worked ! Thank you again, Carlos Link to comment Share on other sites More sharing options...
makoy Posted December 18, 2011 Report Share Posted December 18, 2011 I don't know. I'll take a look when I get time -- maybe next week. i have a lot of catching up to do after my holiday and I'm away this weekend too. Regards Pete Hi Pete, I know you are very busy, i just hope you havent forget this. Thanks. Regards Marco Link to comment Share on other sites More sharing options...
Pete Dowson Posted December 19, 2011 Report Share Posted December 19, 2011 I know you are very busy, i just hope you havent forget this. Sorry, i have. What was it about? I've scanned the thread a bit but I can't quite make out what it was you wanted now. Your quote from me is about 6 weeks old. Sadly, it is not a good time to remind me of anything -- I have only a couple of days before going away for Christmas and New Year. I suggest you remind me, preferably with details in a new thread, when I'm back -- January 6th 2012. [LATER] Looking more carefully, I think it is these offsets, currently only for FSUIPC4, you want in FSUIPC3 also? 0E84 1 byte Cloud type, 1-10, if the aircraft is in a cloud layer. Otherwise 0 0E85 1 byte Cloud coverage, 0 - 8 "Oktas" or eighths of the sky. 0E86 2 bytes Cloud icing level 0-4 0E88 2 bytes Cloud turbulence level, 0-255 (as for older offsets 0EFC etc). 0E94 2 bytes Wind gusting value (max speed in knots, or 0 if no gusts) 0E96 2 bytes Wind directional variation -- degrees in the same units as wind directions 0E98 2 bytes Wind turbulence value, 0-255, just like offset 0ED2, etc. I'll check later today. Regards Pete Link to comment Share on other sites More sharing options...
Pete Dowson Posted December 19, 2011 Report Share Posted December 19, 2011 I'll check later today. Okay. It wasn't too hard. In the process of working out what to do I also found that the facilities for those offsets in FSUIPC4 only worked for the lower three wind and cloud layers, owing to the way they are linked to the old FS98 facilities. Versions FSUIPC 3.998p and FSUIPC 4.752 both include full support for offsets 0E84-0E88 for cloud data and 0E94-0E98 for wind data "at aircraft" no matter how many layers there are. Get the updates from the Download Links subforum. Regards Pete Link to comment Share on other sites More sharing options...
makoy Posted December 20, 2011 Report Share Posted December 20, 2011 Okay. It wasn't too hard. In the process of working out what to do I also found that the facilities for those offsets in FSUIPC4 only worked for the lower three wind and cloud layers, owing to the way they are linked to the old FS98 facilities. Versions FSUIPC 3.998p and FSUIPC 4.752 both include full support for offsets 0E84-0E88 for cloud data and 0E94-0E98 for wind data "at aircraft" no matter how many layers there are. Get the updates from the Download Links subforum. Regards Pete Thank you very very much for your time and support Pete, you are Santa :razz: Wish you relaxing and happy Christmas and new year. Regards Marco Link to comment Share on other sites More sharing options...
makoy Posted May 19, 2012 Report Share Posted May 19, 2012 Okay. It wasn't too hard. In the process of working out what to do I also found that the facilities for those offsets in FSUIPC4 only worked for the lower three wind and cloud layers, owing to the way they are linked to the old FS98 facilities. Versions FSUIPC 3.998p and FSUIPC 4.752 both include full support for offsets 0E84-0E88 for cloud data and 0E94-0E98 for wind data "at aircraft" no matter how many layers there are. Get the updates from the Download Links subforum. Regards Pete Hi Pete, do 3.999 still have these offsets. I cant get sound out? Regards Marco Link to comment Share on other sites More sharing options...
Pete Dowson Posted May 19, 2012 Report Share Posted May 19, 2012 Hi Pete, do 3.999 still have these offsets. I cant get sound out? Sound? The offsets mentioned have not changed. Use logging to check. Pete Link to comment Share on other sites More sharing options...
makoy Posted May 19, 2012 Report Share Posted May 19, 2012 Sound? The offsets mentioned have not changed. Use logging to check. Pete Ok, so it cant be offsets, i have something totally wrong. Thanks Pete. Link to comment Share on other sites More sharing options...
Pete Dowson Posted May 19, 2012 Report Share Posted May 19, 2012 Ok, so it cant be offsets, i have something totally wrong. Well, I don't know about that, but please just use the logging facilities to check? I can't really help without information. Surely you can understand that? I certainly haven't changed anything in this area in any recent updates, that's all i can say. Maybe some new bug has crept in somehow? Please just check what is going on and let me know. There are surely enough tools you can use to check this? If you don't know how to use the Logging or FSInterrogate, let me know. Regards Pete Link to comment Share on other sites More sharing options...
makoy Posted May 21, 2012 Report Share Posted May 21, 2012 Pete, i got it working, but sound still goes on and on (on ground). So i have try to add the script you write here earlier, but get always errors. This is my first time to trying with LUA-script, so am new of this. Is it possible to correct that script on Users Contributions to get it work like it should. Thank you. Regards Marco Link to comment Share on other sites More sharing options...
Pete Dowson Posted May 21, 2012 Report Share Posted May 21, 2012 Pete, i got it working, but sound still goes on and on (on ground). So i have try to add the script you write here earlier, but get always errors. This is my first time to trying with LUA-script, so am new of this. Is it possible to correct that script on Users Contributions to get it work like it should. Thank you. Sorry, I've no idea. You'll need to post your Lua program here and explain what it is you want to do. Regards Pete Link to comment Share on other sites More sharing options...
makoy Posted May 21, 2012 Report Share Posted May 21, 2012 Pete, this is the script i try to add. Of course, just test the on ground flag via an event, and stop the sound if it is playing. Add this to the code: ref = 0 near the top , where the other variables are set, and this at the end: function onground(off, val) if val ~= 0 and sndflg ~= 0 then sound.stop(ref) sndflg=0 end end event.offset(0x0366, "UW", "onground") Regards Pete ....and here is the lua, where that script goes. Turbulence sound dont stop, it continue even landed already. Can you please show how it should looks like. Sorry Pete but I dont get it right? http://forum.simflight.com/topic/66922-turbulence-sound-atc-radio-chatter-lua/ Link to comment Share on other sites More sharing options...
Pete Dowson Posted May 22, 2012 Report Share Posted May 22, 2012 Pete, this is the script i try to add. Please can you simply paste in the Lua script you are trying to use? I want to look at what YOU are using! I don't want references to other things and instructions! I need to see exactly what you are running! Pete Link to comment Share on other sites More sharing options...
makoy Posted May 22, 2012 Report Share Posted May 22, 2012 Please can you simply paste in the Lua script you are trying to use? I want to look at what YOU are using! I don't want references to other things and instructions! I need to see exactly what you are running! Pete Ok, here it is. ------------------------------------------------------------------------------ -- Turbulence looping sound -- Seat Belts Messages -- ATC Radio Chatter -- Initializing flags -- sndflg=0 -- turbulence sound flag seatfl=0 -- seat belt flag ref=0 -- onground -- Function to play sound if and until turbulence is detected -- function turbulence(offset,value) ground=ipc.readUW(0x0366) if (value > 0) and (sndflg == 0) and (ground == 0) then ref=sound.playloop("C:\\WideClient\\Sounds\\Turbulence.wav") sndflg=1 ipc.sleep(1000) if (seatfl == 2) or (seatfl == 4) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) end sound.play("C:\\WideClient\\Sounds\\nattend.wav") end if (value == 0) and (sndflg == 1) then sound.stop(ref) sndflg=0 if (seatfl == 2) or (seatfl ==4) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\nattend.wav") end end function onground(offset,value) if value ~=0 and sndflg ~=0 then sound.stop(ref) sndflg=0 end end end -- Function to manage messages when seat belts sign changes - welcome on board -- descent --- on cruise ---- parked at the arrival gate function seatbelt(offset,value) if (value == 1) and (seatfl == 0) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\welcomeonboard.wav") seatfl=1 end if (value == 1) and (seatfl == 2) then sound.play("C:\\Documents and Settings\\Delli\\Työpöytä\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\descent.wav") seatfl=3 end if (value == 0) and (seatfl == 1) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\levelautobelt.wav") seatfl=2 end if (value == 0) and (seatfl == 3) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\atgate.wav") seatfl=4 end end -- Function to play ATC chatter - COM2 freqs 118.10 and 118.20 - 70 wavs for each freq - y var to make the frequency of chat random - x var to make the messages random function ATC_Radio() -- Radio squelch if a valid freq is selected n = ipc.readUW(0x3118) if (n == 0x1810) or (n == 0x1820) then if (n1 ~= n) then sound.play("C:\\WideClient\\Sounds\\Radio.wav") n1=n end end -- Radio chatter play routine y= math.random(1,5) if (y == 2) or (y == 4) then if (n == 0x1810) then x=math.random (1,70) suono = "C:\\WideClient\\Sounds\\chatter1.wav" sound.play(suono) end if (n == 0x1820) then x=math.random (1,70) suono = "C:\\WideClient\\Sounds\\chatter2.wav" sound.play(suono) end end end -- FSUIPC LUA calls for the different events -- timer to exec the ATC function every 1 min event.offset(0x0E88,"UW","turbulence") event.offset(0x0E98,"UW","turbulence") event.offset(0x341D,"UB","seatbelt") event.timer(60000,"ATC_Radio") event.offset(0x0366,"UW","onground") ------------------------------------------------------------------------ Link to comment Share on other sites More sharing options...
Pete Dowson Posted May 22, 2012 Report Share Posted May 22, 2012 Ok, here it is. Er ... and you run this, and everything works except that the turbulence sound does not stop after you land? I don't see how, because it has errors in it which will stop it loading. You appear to have placed the routine called "function onground" in the wrong place! Didn't you bother to look at the log? This would have told you what was wrong and in which line. You now need an "end" inserted before the line function onground(offset,value) and you need to delete the extra unwanted end at the end of that function. Then at least it will load and have a chance of working!! Pete Link to comment Share on other sites More sharing options...
makoy Posted May 22, 2012 Report Share Posted May 22, 2012 Original script work, except turbulence sound still play even after landing. I have try to fix it and result is this, yes i got errors. I keep on trying. Link to comment Share on other sites More sharing options...
Pete Dowson Posted May 22, 2012 Report Share Posted May 22, 2012 Original script work, except turbulence sound still play even after landing. I have try to fix it and result is this, yes i got errors. I keep on trying. Why haven't you posted the script you are using which doesn't work, instead of posting a script you cannot possibly use because of editing errors?. This is utterly frustrating!! If you want help you have to be more forthcoming. If a Lua script gets errors it won't work -- at al! The script you just pasted here will not load, therefore it will not work AT ALL -- it isn't a looping problem, it's a simple mess you made when adding the changes! I just told you how to fix it. Instead of "keep on trying" why not just do as I said? I don't understand why you ask for help then ignore it!!! :sad: Pete Link to comment Share on other sites More sharing options...
makoy Posted May 22, 2012 Report Share Posted May 22, 2012 I KNOW I HAVE MESS IT, thats why i have ask help, becouse am totally new with LUA, i never havent write it before. Here is the script what dosent give errors. I just have add ref=0 , below of seatfl=0 -- seat belt flag , nothing else. Looping sound stop now before landing. ------------------------------------------------------------------------------ -- Turbulence looping sound -- Seat Belts Messages -- ATC Radio Chatter -- Initializing flags -- sndflg=0 -- turbulence sound flag seatfl=0 -- seat belt flag ref=0 -- Function to play sound if and until turbulence is detected -- function turbulence(offset,value) ground=ipc.readUW(0x0366) if (value > 0) and (sndflg == 0) and (ground == 0) then ref=sound.playloop("C:\\WideClient\\Sounds\\Turbulence.wav") sndflg=1 ipc.sleep(1000) if (seatfl == 2) or (seatfl == 4) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) end sound.play("C:\\WideClient\\Sounds\\nattend.wav") end if (value == 0) and (sndflg == 1) then sound.stop(ref) sndflg=0 if (seatfl == 2) or (seatfl ==4) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\nattend.wav") end end end -- Function to manage messages when seat belts sign changes - welcome on board -- descent --- on cruise ---- parked at the arrival gate function seatbelt(offset,value) if (value == 1) and (seatfl == 0) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\welcomeonboard.wav") seatfl=1 end if (value == 1) and (seatfl == 2) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\descent.wav") seatfl=3 end if (value == 0) and (seatfl == 1) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\levelautobelt.wav") seatfl=2 end if (value == 0) and (seatfl == 3) then sound.play("C:\\WideClient\\Sounds\\nattend.wav") ipc.sleep(1000) sound.play("C:\\WideClient\\Sounds\\atgate.wav") seatfl=4 end end -- Function to play ATC chatter - COM2 freqs 118.10 and 118.20 - 70 wavs for each freq - y var to make the frequency of chat random - x var to make the messages random function ATC_Radio() -- Radio squelch if a valid freq is selected n = ipc.readUW(0x3118) if (n == 0x1810) or (n == 0x1820) then if (n1 ~= n) then sound.play("C:\\WideClient\\Sounds\\Radio.wav") n1=n end end -- Radio chatter play routine y= math.random(1,5) if (y == 2) or (y == 4) then if (n == 0x1810) then x=math.random (1,70) suono = "C:\\WideClient\\Sounds\\chatter1.wav" sound.play(suono) end if (n == 0x1820) then x=math.random (1,70) suono = "C:\\WideClient\\Sounds\\chatter2.wav" sound.play(suono) end end end -- FSUIPC LUA calls for the different events -- timer to exec the ATC function every 1 min event.offset(0x0E88,"UW","turbulence") event.offset(0x0E98,"UW","turbulence") event.offset(0x341D,"UB","seatbelt") event.timer(60000,"ATC_Radio") ------------------------------------------------------------------------ Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now