Changing Sound in the ProSim 737 Aircraft with MSFS-2020

Many enthusiasts like to change the sound files that come with ProSim-TS 737 aircraft.  In my simulator I use an assortment of sounds including those from ProSim, PMDG, the immersion CFM engine sound pack, and audio recordings that have been made from the real aircraft.

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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 (Ian Gratton from Sutton-n-Craven, North Yorkshire, England, JET2 Boeing 737, G-GDFY, 'Jet2 Kefalonia' (25453408186), CC BY 2.0)

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.

Sounds Reworked - Flight Sim Set Volume (FSSV) - Review

Immersion is a perception of being physically present in a non-physical world.  The perception is created by surrounding the user of the simulator in images, sound or other stimuli that provide an engrossing total environment.  When something does not replicate its real world counterpart, the illusion and immersion effect is degraded.

Engine Sound Output

The sound output generated by a jet aircraft as heard from the flight deck is markedly different when the aircraft is at altitude.  This is because of differences in air density, temperature, the speed of the aircraft, drag, and thrust settings.  The noise emitted from the engines will always be highest at takeoff when full thrust is applied.  At this time, the noise generated from wind blowing over the airframe will be at its lowest.  At some stage, these variables will change and wind noise will dominate over engine noise.

As an aircraft gathers speed and increases altitude, engine sound levels lower and wind levels, caused by drag, increase.  Furthermore, certain sounds are barely audible from the flight deck on the ground let alone in the air; sounds such the movement of flaps and the extension of flight spoilers (speedbrake).

Being a virtual flyer, the sound levels heard and the ratio between wind and engine sound at altitude is subjective, however, a visit to a flight deck on a real jet liner will enlighten you to the fact that that Flight Simulator’s constant-level sound output is far from realistic.

Add On Programs

Two programs which strive to counter this shortcoming (using different variables) are Accu-Feel by A2A Simulations and FS Set Volume (FSSV).  This article will discuss the attributes of FSSV (Sounds Reworked).

Flight Sim Set Volume (FSSV)

FSSV is a very basic program that reads customized variables to alter the volume of sound generated from Flight Simulator.  The program is standalone and can be copied into any folder on your computer, however, does require FSUIPC to connect with Flight Simulator.  Wide FS enables FSSV to be installed on a client computer and run across a network.  

The following variables can be customised:

(i)     Maximum volume

(ii)    Minimum volume

(iii)   Upper mach threshold

(iv)   Lower mach threshold

(v)    Engine volume ratio

Each of the variables will alter to varying degrees the Mach, engine %N1, rounded engine speed and volume percentage.  

For the program to have effect it must be opened either prior to or after the flight simulator session is opened. 

FSSV pop-up screen showing customised variables (default) that can be set and current reads-outs for the simulator session

It’s an easy fix to automate the opening of the program to coincide with Flight Simulator opening by including the program .exe in a batch file

A pop-up window, which opens automatically when the program is started, will display the variables selected and the outputs of each variables.  If the window is kept open, the variables can be observed ‘on the fly’ as the simulation session progresses.  Once you are pleased with the effects of the various settings, a save menu allows the settings to be saved to an .ini file.  The pop-up window can then be set to be minimized when you start a flight simulator session.  

How FSSV Works

The program reads the sound output from the computers primary sound device and alters the various sound outputs based upon customized variables.  The program then lowers the master volume at the appropriate time to match the variables selected.  FSSV will only alter the sound output on the computer that the program is installed.  Therefore, if FSSV is installed to the same computer as Flight Simulator (server computer) then the sound for that computer will only be affected.

Possible Issue (depends on set-up)

An issue may develop if FSSV is installed on a client computer and run across a network via Wide FS, then the program will not only affect the sound output from the server computer, but it also will affect the sound output from the client computer.  

A workaround to rectify this is to split the sound that comes from the sever computer with a y-adapter and connect it to the line-in of another computer, or use a third computer (if one is spare).

In my opinion, it’s simpler to install and run the program via a batch file on the server computer that flight simulator is installed.  The program is small and any drop in performance or frame rates is insignificant.

Summary

The program, although basic, is very easy to configure and use - a little trial and error should enable the aircraft sounds to play with a higher degree of realism.  However, the level that you alter the variables to is subjective; it depends on your perception to the level of sound heard on a flight deck – each virtual flyer will his or her own perception to what is correct. 

The program functions with FSX and P3D flawlessly. 

Finally, If you are unhappy with the result, it’s only a matter of removing/deleting the folder you installed the program to, or close the program during your simulator session to return the sound levels to what they previously were. 

  • FS Set Volume can be downloaded at no charge here

Video

The below video is courtesy of the FSSV website.

 
 
 

B737 Aural Warning Module (AWM) Installed and Operational

front of oem aural warning module

One of the recent upgrades to the simulator has been the installation of an Aural Warning Module (AWM).  This module resides on the first officer side of the flight deck and is attached to the forward bulkhead of the Main Instrument Panel directly beside the throttle quadrant.  The module replaces four of the computer-synthesised warnings with the OEM counterparts.

The purpose of the module is straightforward; to provide a fail-safe mechanical device that delivers loud, clear and concise tones and bells to indicate to the flight crew that major problem or configuration issue exists.  The aural alarms activate in unison with warning lights that are located on the forward overhead panel, fire suppression panel and on the glare shield of the Main Instrument Panel (six pack annunciators and master fire warning (bell cutout) and master caution buttons).

What's in the Grey Box

The aural warning box contains three mechanical devices capable of delivering four aural warnings:

(i)    The fire bell;

(ii)   The clacker; and,

(iii)   The horn (double purpose that activates either in a continuous or intermittent tone).    

The fire bell rings when any number of events relating to a fire on the aircraft occurs.  The fire bell can be silenced by either pushing the master fire warning button located on the glare shield or bell cutout switch located on the fire suppression panel.  I will be discussing at length the fire suppression panel in a future post; therefore, will not discuss the various scenarios that the fire bell operates.

The overspeeed clacker sounds when the aircraft exceeds the maximum allowable airspeed (Vmo /Mno).  The warning clacker can only be silenced by reducing your airspeed below Vmo/Mno.

The intermittent horn is an aural cue for the takeoff configuration alert.  The horn will sound when a configuration problem exists with the aircraft.  For example, advancing the throttles with the parking break set or the flaps not set.  

When the horn is activated a takeoff config warning light (in red) illuminates on the left forward overhead panel.  Deactivation of the alarm is by retarding the throttle levers to idle and then configuring the aircraft correctly.

The continuous horn is activated when specific flight conditions are met. The following are the main scenarios that activate this alarm.

  • The aircraft is below 800 feet radio altitude with flaps set from UP to flaps 10 with either throttle thrust lever set between idle and 20 degrees forward of idle.

  • The aircraft descends below 200 feet radio altitude (any configuration)

  • The aircraft has flaps set 15 through 25 with either throttle thrust lever set between idle and 20 degrees forward of idle.

  • Flaps 15 is selected without the landing gear being in the down position.

  • The aircraft has flaps set greater than flaps 25.

  • The aircraft’s landing gear is not extended.

Silencing the Continuous Tone Horn

The horn can be silenced by depressing the horn cutout switch located on the throttle quadrant; however, if the aircraft descends below 200 feet radio altitude, or the flaps are extended greater than Flaps 15 (without landing gear extended), the horn cutout switch will not silence the horn.  

Lowering the landing gear or ascending to higher altitude will silence and reset the horn.

Inside the AWM: horn, clacker and bell.  The small box houses basic circuitry

OEM

The grey box is not an OEM part; however, is similar to the module used in the 800 series with the exception of a toggle switch located on the upper part of the unit (the toggle switch is used by maintenance).  The box was replicated (using vacuform technology) to the identical measurements of the OEM counterpart.  The replica box will be replaced when and if I find a 800 series OEM part.

The mechanical tones and bell have been acquired from a Boeing 737-200 series aircraft and retrofitted into the module. 

In time as OEM NG AWM will be procured.

Difference Between Classic Series and NG Aural Warning Modules

The AWM for the classic series (300, 400, 500) and NG are different.  The 500 is closest to the NG, however, was a transition product.

Earlier AWM were analogue and used circuits to generate (synthesize various sounds), such as chimes, navigation tunes, etc).  These AWM used mechanical devices to generate the mechanical sounds such as the horn and fire bell.

The NG AWM is 100% digital and has no physical mechanical devices to generate sound.  This said, apparently some earlier NG AWM still include the mechanical fire bell.

The 500 series AWM was transitional between analogue and digital.

The Next Generation AWM has a maintenance toggle at the upper part of the unit.  This can be used by maintenance to check the unit and to alter the volume.  However, it’s not possible to alter the volume of an individual sound – adjust one sound’s volume and they all either increase or decrease in volume relative to each other (this is what the engineer told me).  It’s not possible for pilot’s, using the toggle, to alter the volume or to select what sounds they hear.

 

Table 1:  Excerpt from Boeing maintenance manual explaining conditions necessary for operation

 

Conversion

The aural tones are mechanical and not software generated.  To interface the warnings with ProSim737 a Phidget 0/0/4 card has been used.  This card is located within the SIM interface module (SIM) and is connected to the aural warning module by a custom wired VGA cable.  The relays on the Phidget card are triggered when a specific condition, based on the offsets set within the avionics software, are met.

Authenticity and Volume

Although FSX, ProSim737, Sim Avionics and many other avionics suites include aural warnings within their package, the clarity and volume in sound produced by a mechanical device surpasses that of a computer generated sound.  

"A word of warning".  The horns and bell are loud – very loud… They are loud for a reason – to annoy a flight crew so that will not ignore the "urgency" of the alarm.  The first time the fire bell sounded during testing made me jump out of my skin!  It also activated the “yell” button on my wife…  

The devices do not have a volume control.  To quieten the aural warnings for “inside” simulation use, I’ve installed foam around the mechanical devices and bell.  This has been successful in lowering the volume by around 60%. 

Below is a short video showing the Aural Warning Module and its various sounds (turn volume up).

 
 

Telex Airman 750 Headset - Adding To Realism With Real Parts

oem telex 750 headset

To quieten some of the ambient sounds (dogs barking), I use a David Clark aviation headset (model H10 13-S) which is a left over from when I did my ]private pilots license (PPL).  This particular headset is a marvel of engineering and works exceptionally well for real world flying and simulator use.

Recently, I saw for sale in a wrecking yard, an airliner style Telex Airman 750 headset.  The price was $30.00 including freight from the USA to Australia.  To be honest, I wasn’t expecting too much – after all, what does one get for $30.00 these days!  I was pleasantly surprised when I opened the FEDEX sachet and an almost brand new headset, equipped with boom mike and tell-tail aviation style audio connectors and cable, fell onto the floor.  The foam ear pieces were still good condition, as was the small clip that attached the cable to your collar (to stop the cable from snagging).

After plugging in the headset to the Flight Sound X Adapter (click to see earlier review), I was even more surprised when the headset worked!  Sounds were crisp and easy to hear and the weight of the headset minimal.  The boom mike relayed my voice more than adequately across the network to VATSIM.

Using real aircraft parts adds to the realism of flight simulator; a headset being just one item.  I guess bargains still do exist.

Using PMDG 737-800 NGX Sound In The Default 737-800

I have received a few e-mails from individuals asking how to replace the default sound with the sound from the PMDG 737-800 NGX.  This is a relatively easy task and the improvement in audio quality and experience over the default B737 sound is second to none. 

Before continuing, I should state that PMDG have designed their NGX audio package to only be used with the PMDG flight model.  As such sounds that PMDG have mapped to specific actions within their flight model will not work outside the PMDG flight model.  I'm sure there is a way to strip the actual "specialist" sounds, but the time required outstrips the enjoyment.  This said, the basic engine sounds and environmental sounds are easily separated for use in other flight models, such as the default 737 and ProSim JetStream738 flight model.

In the examples below, my main FSX folder is located in a directory on C:/ drive and is named FS10.  You may have a different directory location and name for FSX.

Let's Begin....

When you install the PMDG 737NGX, the program copies audio to the following folders:

  1. FS10/simobjects/airplanes/PMDG 800 NGX/sound    (main engine sounds & some environmental sounds)

  2. FS10/sound/PMDG 737-800NGX/sound......   (specialist sounds such as gear lever movements, switches, call outs, etc)

The default B737-800 model’s audio is located in the default 737/800 folder (FS10/simobjects/aircraft/737-800/sound)

Make a copy of the sound folder and store to desktop in case of an issue.  Then, delete the sound files in the folder so you can start afresh

Two Methods - Back-up, Copy & Paste or Alias

There are two methods to access or link to the actual PMDG sound files.  You can either copy all the sounds (from the PMDG 737-800NGX/sound folder) and paste them into the default 737-800 sound folder – OR – alias the sounds.  

If you decide to alias the sound, you do NOT need to copy the files.

Either way you MUST have a sound.cfg file in your audio folder.  If you alias the sound.cfg, the content of the sound.cfg file located in the sound folder should look like this:

  • [fltsim]

  • Alias=PMDG737-800NGX/sound

If you have issues opening the sound.cfg file, use notepad as your editor.

If you decide to actually copy the files, then ensure the sound.cfg is also copied to your default sound folder.

I prefer the alias method......

The above process will allow you to play and hear the NGX engine package when flying the default B737 flight model (basic FSX B737-800).  You can also use the same methodology to replace the default sounds with the with the ProSim JetStream 738 fight model and with the FS9 version of the PMDG 737-800.

Following On - Replacing Audio

Following on the theme of the last two journal posts, you may wish to add additional sounds to the NGX audio package, for example, the TSS sounds Gear Up and Gear Down sounds.  This is easy to do.

Copy the TSS sound to the SAME folder as the PMDG sounds (if you did the alias method this will be the PMDG folder).  Now, open the sound.cfg file.  Search until you find the Gear Up and Gear Down entries.    Now, you have to modify the file name in the sound.cfg file so it matches the TSS.wav file you just copied into the audio folder.  In this example, the pertinent lines that need altering are in bold and include the actual name of the action (gear up) and the file name for the action that you wish the program to play (TSS gearup).  

  • [gear up]

  • Filename = TSS-gearup (or whatever the .wav file name is)

Make sure you do NOT have two files that do the same thing, such as gear up TSS and gear up PMDG – your computer will explode!!! (not really, but the sound will not be heard correctly).

Gauge Commands

PMDG, i-Fly and several other sound designers configure their custom sounds to play only when specific actions or commands are triggered - these are called gauge commands.  A sound initiated by a gauge command only works when that gauge is moved by whatever action.  Often it's not possible to use these sounds without some major editing work to the sound.cfg file.  For example, I've been attempting to use the speedbrake sound in ProSim737, but as yet have not been able to do so.  This is because the speedbrake is configured to a specific "in house" command or action - in this case the speedbrake. 

You cannot just grab any sound, copy it to the audio folder, and then expect it to play.  There has to be some logic to when the sound is played.  This can be most challenging and frustrating part of manipulating custom sounds.

I hope this journal post, as an addition to the last two sound related posts, helps more than confuses.  Sound can be a nightmare and can be challenging to explain in a short journal entry.  It is also very much a trail and error activity (the Americans say suck and see) - Good Luck.

Separating Audio To Different Speakers - Sim Avionics & ProSim 737

When I did my PPL some years ago, I had purchased a David Clark headset for use during my flight training.  The headset was a wonderful aid to hear ATC and my instructor whilst filtering out the engine noise and other ambient sounds found in a small cockpit of a Cessna 182.

Although it’s not common place to use a pair of David Clark headsets in a B737 (unless a military version), I decided to use the headset to filter out engine noise, ambient noise, and to hear ATC and ATIS announcements a little more clearly.

Using a real headset

Using a real headset with FSX isn’t that complicated if you’re satisfied with the way flight simulator separates audio.  It only becomes complicated when you want to attempt to replicate exactly what occurs in real flight deck. 

In a real flight deck, all communication and navigation sounds (ADF, DME, markers, etc) can be heard through the headset and /or flight deck speaker.  Unfortunately, in FSX the opposite occurs, with navigational sounds being heard through the main speakers only.   FSX only separates ATC and ATIS (voice).

So how do we separate audio to hear various sounds through different speakers and the headset.

Separating Audio – Choose Your Poison

There are several methods to achieve audio separation; some methods are easier than others.

You can either utilize what is already available on your computer through FSX.  This is the easier and simplest method and works well with my policy of KISS (keep it simple stupid). 

If you’re feeling more energetic, and wish to separate sounds to several strategically placed speakers, then a second sound card is probably your only option. With two sound cards on your computer, you can now select which sounds play through which sound card. 

If you’re loath to install a second card to the innards of your computer box; then, explore one of the several add on sound cards that can connect to your computer via USB – some cards offer 5:1 surround sound while others offer just a basic sound card interface.

Another method (which I have chosen to follow) is to duplicate sound programs and run them on separate networked computers.  High-end flight avionics software such as produced by Project Magenta, Sim Avionics and ProSim737 support this.

The Easy Way with FSX

FSX supports the separation of basic audio.  It’s as easy as opening the sound menu in FSX and selecting which sound is played on which device - speakers or headset.  Engine sounds will be diverted to the surround speakers and ATC and ATIS will be diverted to the headset.  This works very well, however, only ATC and ATIS voice is diverted to the headset.  Navigation sounds, call outs, etc are not heard through the headset.  To divert these sounds requires a little thinking outside of the box.

I’ve attempted to explain basic audio segregation using two popular flight avionics suites: Sim Avionics and ProSim737.

Using Sim Avionics – Basic Operation

One of the upsides of using Sim Avionics or ProSim 737 is that it allows you to simultaneously operate different facets of the flight deck from multiple computers.  In my set-up I am running two computers – one with FSX installed (called the server PC) and one with Sim Avionics installed (called the client PC).  Both computers have speakers attached. 

To install audio on both computers you will need to copy the sound.exe file and audio folder found in your Sim Avionics main directory to the server PC (computer that has FSX is installed).  You will also need to copy the Client_TCP.exe file as this file allows Sim Avionics to communicate between networked computers.  Once copied to the server PC, click the executable sound.exe file after you have opened FSX.   Sounds will now be heard through speakers on both the client and server PC.

Using Sim Avionics – Separating & Customizing Sound

This is comparatively easy and involves selecting the sounds you do not want to hear and either removing them from the audio folder or renaming them.  In the audio folder on the server PC, I have removed most of the sounds  and have left in the folder the sounds that I wish to hear only through the headset (navigation aids, TCAS warnings, GWPS warnings & call outs – V1, V2, VR, etc).  Therefore, the sound program on the server computer only has those sounds I want to hear through the headset.

On the client PC, to avoid duplication , I have removed the above mentioned sounds from the audio folder.  It’s important to edit/remove the sounds from the audio folder that you do not want to hear.  Failure to do this will result in duplication of sound.  In other words you will hear V1, V2, Vr, etc through your headset and through the main speakers being run from the client computer.

Therefore, what you now have running is:

Server PC – engine sounds being heard through the surround speakers, ATC and ATIS being heard through the headset (via FSX sound separation), and customized sound (navigation, call outs, etc) being heard through the headset (via separately installed Sim Avionics sound program).

Client PC – all other non general sounds being heard through the attached speakers (via separately installed Sim Avionics sound program).

Adding Customized Sound

Adding customized sound can often is challenging.  Add the sound file (.wav format) to the audio folder.  Then search and find the sound .cfg file.  Edit the .cfg file to reflect the added sound and when/how you want the sound to be played. 

The easiest method is to duplicate the section relating to sound from an already operating sound.  Then edit to reflect the new sound.  This way you do not run the chance of making a syntax or topographically error.

I explained how to edit a sound file in my earlier Journal post: Are the Engines Running – 738 Sound.

Using ProSim 737 – Basic Operation

The methodology of manipulating sound in ProSim737 is similar to Sim Avionics. 

You copy the ProSim sound program from the server PC to the client PC so each program can send customized sound to separate speakers on each computer.  To select which sound you want to hear, open each sound program and select/deselect the appropriate sound from the list.

Adding Customized Sound

If you are wishing to add additional customized sounds to the sound program, you can do this in the configuration section of the ProSim737 main program. 

First, you need to add the actual sound to the audio folder.  All sounds should be in .wav file format.  The sounds are usually kept on the ProSim737 main folder/Audio folder (but can be linked from any folder if you wish).  After adding the customized sound, to ensure correct operation, you may need to edit the actual sound file.  This file is found in the ProSim 737 main folder/audio.  The file you are looking for is named config.xml.  Unlike other software, which uses config (.cfg) files, ProSim 737 uses the .xml file format.  To edit this .xml file right click the file with your mouse and choose edit.  Whenever editing anything, always make a back-up first.

Once the new sound file has been added, you need to link the file within the sound program.  To do this, open the file tab in the main Pro Sim 737 program menu and select “add audio”.  Follow the prompts to name and link the .wav file.  Then, you should be able to see and select the sound file from the Pro Sim sound program.  Click the sounds you want to be heard and press “test” to hear your sound.

In ProSim737, as opposed to Sim Avionics, you only enter the sounds once through the main Pro Sim 737 program interface (installed on the server PC).  Any installation of the sound program on client computers has access to this main audio folder. 

Alternate Methods in ProSim737

ProSim737 also provides alternate ways for customizing sound.  This is done through the main ProSim737 main program.

One method involves selecting an internal audio for the added sound in the file/config/audio tab.  This triggers the main program to read the sound automatically.  Another way to join a sound to a specific task is to use what Pro Sim call a gate.  A gate can be used to link the sound to a bespoke sound and generic named action.  This method is very easy if your defined sound output is actually named in the pull down menu list. 

If the added sound is linked to a button press or specific action, then you can link the sound using FSUIPC or via another device such as an I/O card.

ProSim737’s alternate methods of adding and linking sound appear to be quite convoluted and confusing (at least to me).  The ProSim737 manual provides addition information and instructions.

PM Sounds – an easy way to add additional sounds

I have used PM Sounds (PMS) for many years and have enjoyed its simple interface and ability to just work out of the box.  PM Sounds is a small, stand-alone add on released by Project Magenta used to supply customized sound to their fleet of products.  The program is is compatible with many other avionics suites.

The program is stand alone and does not load into the file structure of the simulation platform.  To hear sounds from each computer on your networked set-up requires that PMS be installed on each computer.  PM Sounds comes with a large selection of sounds and you can easily select which sound you require by checking or not checking the box and pushing Q on the keyboard to save the selection.  Activation of the sounds is achieved by running PM Sounds before you start FSX.  The rest just works…

Adding Customized Sound to PM Sounds

To add customized sound to PM Sounds, it’s a matter of finding the audio folder (located under PM Sounds/) and adding the sound (in .wav format).  To hear the sound within PM Sounds, you then must edit the sound.cfg to reflect the sound name, file name and location.

To use PM Sounds on any computer other than the computer running FSX requires you have a copy of Wide FS as PM Sounds uses this program to communicate between the server computer and the clients.

PM Sounds can be used in addition to whatever sound program you are using.  The program can be found on the Project Magenta website.

Important Point To Know (Gauge Commands)

Several sound designers configure their custom sounds to play only when specific actions or commands are triggered - these are called gauge commands.  A sound initiated by a gauge command only works when that gauge is moved by whatever action.  Often it's not possible to use these sounds without some major editing work to the sound.cfg file.  For example, I've been attempting to use the speedbrake sound in ProSim, but as yet have not been able to do so.  This is because the speedbrake is configured to a specific "in house" command or action - in this case the speedbrake. 

You cannot just grab any sound, copy it to the audio folder, and then expect it to play.  There has to be some logic to when the sound is played.  This can be most challenging and frustrating part of manipulating custom sounds.

There You Have It…

Sound can be as easy or as complicated as you want it to me. 

I have attempted to provide, within the last two journal posts, an incite into audio separation using Sim Avionics and ProSim737.  Certainly, the process described above has worked relatively well in my simulation set-up.  Your configuration may differ to what I have, but what will not alter is the basic method of audio segregation.

Are The Engines Running - B738 Sound

One of the main purposes of building a flight deck is to increase the realism and immersion levels when simulating flight.  You want to move real yokes, flick real switches and spin real rotaries whilst maintaining focus on real instruments within a modern glass flight deck. 

Simmers 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 engine sounds.

But what about sound……

All of us have had that dejavoo feeling when we have smelt a certain smell or heard a certain noise and are projected back to that event and time.  Vietnam veterans often have vivid flash-backs when they hear news helicopters flitting overhead.  We all can recall a song within out romantic past which conjures up images of a past partner or event.  The power of sound and smell cannot be underestimated. 

If the engine sound of your chosen aircraft is perfect or near perfect you will barely notice it – the sound will blend with everything else.  However, if the sound is not correct or is video arcade game-like, you will always be thinking how it can be improved.  This is especially so if you’re using the standard stock FS9 (FS2004) or FSX aircraft engine sound.

I feel confident saying that: “with decent sound, your one notch higher concerning realism and immersion”. 

Sound makes a huge difference to the simulation experience.  When on final approach, concentrating on flight adjustments and jigging with the throttle to obtain the correct thrust, the sound you hear, if realistic, will make you forget you’re sitting in your spare room!  It’s like that smell or sound I mentioned earlier – you’re mentally transported back to the source.  I recently trialled the PMDG 737-800NGX in the simulator, and the first thing my girlfriend in an adjoining room exclaimed was “that sounds like a real plane”.  

The recently released PMDG 737NGX has an exceptional sound package; however, not everyone flies this aircraft model.  What is available to augment or replace the default flight simulator sound files?

Turbine Sounds Studio (TSS)

Turbine Sounds Studio (TSS) produces a variety of different sound packages that are direct recordings of the real aircraft engine sounds.  The sounds have been professionally recorded from specific aircraft types and in my opinion are exceptionally good and eons ahead of anything supplied by Microsoft. 

The package to purchase for the B737NG is the: Boeing 737NG CFM56-7B HD Sound Pack for FSX.  If you fly the older classic series B737, TSS also produces a sound package specific to the 300,400 and 500 series aircraft.  To actually hear a sample of the sounds, I recommend your navigate to their website at http://www.turbinesoundstudios.com/

turbine sound studios have a large collection of sound packages available

TTS – Software Installation

The software provides you with an executable file, which when selected, will download to your desktop a “sound” folder containing a number of engine, instrument and ambient sounds specific to the aircraft type.  It’s just a matter of backing up your original sound folder in the aircraft of choice and copying the TSS sound folder in its place. 

How To Add Custom Sounds

If you’re not happy with every sound in the package, it’s quite easy to remove or replace a particular sound with another favourite.  Search for the sound folder, usually located within the aircraft folder (FS10/sim objects/aircraft).  Within this folder you will discover various sounds and a sound.cfg file.  If there are no sound files within the folder, they maybe aliased to another folder in another aircraft. Open the sound.cfg file and note the folder/file location.  Follow the trail until you actually discover where the .wav files are stored.

It's important that when you replace sounds, that the replacement sound is in the same format and has the same file name as the file you are replacing.  If the file name is different, you will  need to alter the specific parameter in the sound.cfg file to reflect the file name change.  The same is for the location of the sound (if this if different).  The sound.cfg file must have the correct name, format and location of the actual .wav sound. 

Always back-Up Before Editing

Always backup the folder and files you wish to edit BEFORE editing anything.  If you make a mistake or something is not quite right, it's then easy and straightforward to put your system back to where it was beforehand.

In my set-up I am using the base NGX sound pack installed into the FS9 737-800; but I have customized a few of the sounds to those that I prefer.

If you want a more or less accurate sound set for the B737, but don't want to go to spend the time hand-picking, renaming and customizing your sound files, then either give TSS a fly or use the PMDG NGX sound set, which is a tad more realistic than the set provided with the PMDG FS9 737.  Whichever set you choose (or combination thereof), it will be far better than the default sound that comes packaged with flight simulator. 

In a future post I’ll tackle the issue of separating sounds to different speakers on different networked computers.  This allows you to have ATC through the headset, engine sounds left and right of the flight deck and other sounds played through another pair of strategically placed speakers..

Well, I’m more or less pleased with my sounds.  Should I throw some avgas on the carpet to get that aviation smell….

Update

on 2020-06-18 03:08 by FLAPS 2 APPROACH

Since the release of this product there have been many advances in sound capture and generation.  Turbine Sound Studios (TSS) have produced a selection of products for varying aircraft types.  To see the complete collection of available sounds, navigate to Turbine Sound Studios.

  • Note I have no affiliation with this store and do not receive any endorsement from them.

Headset Communication - Flight Sound X Adapter - Review

Occasionally you come across a device which really makes your simulation life simpler.  I wanted to use the David Clark headset (model H10-13-S) I have owned for sometime in the simulator; however, the two plugs on the headset are the large style plugs suitable for insertion into an appropriate audio module in the real aircraft – not a computer sound card.

Real Headsets Verses PC Headset

Apart from the obvious difference, a real aviation headset is constructed to a very high standard, is robust, and provides a high fidelity sound rarely replicated by an inexpensive PC style headset.  Unlike a PC headset, real aviation headsets are designed to produce excellent sound whilst providing maximum buffering of ambient sounds (aircraft engines, wind, etc). In the simulation world, ambient sound can be dogs barking, cars driving down the street or daughter's yelping... 

Flight Sound X

The Flight Sound X adapter allows you to use a variety of real aviation headsets with your simulator, to filter out engine and ambient noise and hear and communicate with air traffic control (VATSIM, etc).  It’s as easy as plugging in the two plugs from your headset into the device and flying – it is that easy!

The device does not require a separate power source, is small, and connects directly to the USB of your computer via a USB cable.  WIN7 64 bit recognises the device on start-up and additional software and drivers are not required.  A small LED light on the device indicates the unit is operational (red light).

Initial device set-up requires you open the sound module in Windows, navigate to the appropriate menu and change a few settings within your sound card to allow sound and microphone ability to be transferred to your headset.  Instructions (with pictures) are supplied with the device, so you cannot make a mistake – even if you do not read English.

A benefit to using this device is that it’s small and can fit more or less anywhere within your flight deck.  Another pleasant surprise is the device’s construction; it is made from aluminium (painted black) rather than plastic.  As such, it looks quite attractive and is far more robust than plastic counterparts.  Another benefit is the actual placement of the plugs which is at the side of the device rather than at the top of the device.  This ensures that your headset cable and plug are not in a position where you may accidentally stand on them!

Technical Details:

  • USB 1.1 and 2.0 compatible

  • Plug and Play with Windows 7/Vista/XP and Mac OS X

  • Uses standard General Aviation headset connectors (PJ-068 and PJ-055B)

  • Supports headset impedance of 100 to 600 Ohms

  • Supports Mono and Stereo Headsets

  • Compatible with standard microphone types (electric, dynamic and powered dynamic)

  • Powers microphone bias (+9V) from USB port (no external power needed)

  • Zero delay voice feedback (side tone) feature

  • Output frequency response (20Hz-20KHz)

  • Weight: 100g

  • Size: 65 mm(L), 55 mm(W), 25 mm(D)

  • Compact, robust, anodised aluminium enclosure  

Made in New Zealand

The device is made in New Zealand.  The Kiwis usually make innovative and functional products – good work New Zealand…

This device would have to be the simplest item I have purchased, set-up and used with flight simulator.  And it WORKS too!

My rating is 10/10

In a future post we will discuss how to separate sound, so you can hear engine sounds from one pair of speakers and ATC, call outs and navigational aids through the head set.

  • I am not affiliated with Flight Sound X and do not receive remuneration from them.

737-300 Telephone & Microphone for 737-300 Center Pedestal

737-300 internal communications

I have installed to the rear of the center pedestal the correct telephone and microphone for the 737-300 aircraft.  Neither item is necessary, but it adds to aesthetics and fills the empty gap where the telephone should have been installed.  Although the telephone and microphone are functional, they have not been configured to operate with the avionics suite or flight simulator.

The center pedestal and telephone are not from a 737-800 aircraft, nor would they ever be seen on a Next Generation aircraft; they fill a gap until the respective OEM components can be found.

Sometimes it’s a matter of what is available, or waiting until a part becomes available. In this case, I decided to use what was available.

This type of telephone and microphone (as well as other types depending upon manufacture) were used on the 737-300 through to the 737-500 aircraft.

As you can see from the photograph, this telephone has been there and done that!  The telephone is considerably scratched, but I prefer using part that shows service, rather than using a shinny new reproduction item.

Live ATC - Listen to ATC In Real Time

Many virtual aviators are confused when it comes to understanding the language used by air traffic control and pilots.  The three questions often asked are:

  • What to say ?

  • When to say it ?

  • How to say it ?

There are several on-line tutorials available to learn air traffic control and aviation language, however, often a far easier and more interesting method is to actually hear ATC talking to pilots and vice versa.  This in conjunction with a little reading can get you up and flying quickly without making mistakes  when flying on-line.

To listen to live ATC, go to Live ATC, select your airport code and frequency and sit back a listen.  The frequencies are already on the website, so all you need is the ICAO or IATA code of your airport. 

Live ATC can be be listened to either via the web or if your "on the move" and really cannot be without ATC, then your android or i-phone. ATC is a volunteer organization, so expect some adverts on their website.