It doesn't sound identical.
It does. Minus the camera position, as I've said, multiple times.
The sounds aren't coming from an object in the sim
THEY DO!
It sounds unrealistic.
It's doesn't.
When passengers have to walk from the terminal to the plane the boarding sounds begin before you can even see the passengers.
This is COMPLETELY unrelated to the fact the sound engine is external. We might start the sound a bit later, because Walk-in gates has been added recently, so the sound should verify that but, if you were expecting very single passenger being a sound emitter, that would be too much for performance: the passenger ambience is just a single sound in loop, that's it. Even if we used the default sound engine, we would never have each single passenger emitting a sound.
The sounds clearly don't mix because there is no way that a pushback tug is louder than two engines in the flight deck.
We might have to check this, because our sound engine obviously know if you are in the flight deck or not, so maybe there's just a bug here.
You keep saying it does mix because of the Windows audio mixer but what even is Windows audio mixer? A quick search on the web
Please don't try to argue on something you don't know or which your whole knowledge of it is only based on a web search. Our sound engine IS 3D and IS POSITIONAL and it DOES know the vehicles positions and your airplane positions as well so, it sounds IDENTICAL as if it would if it came from the simulator.
There is a reason Fenix and the majority of devs don't have their sounds external from the sim.
Yes, they didn't had an existing sound engine which did everything they need to do to support multiple simulator at once with zero code changes. We have it, so we use it.
Waiting for the camera API is not a good idea because it most likely won't be released for a while.
That's precisely what we are going to do, because it's the only thing missing for a perfect 3D sound effect. We are not obviously rewriting the whole audio engine which works perfectly fine, JUST because the Camera API is not there yet.
Even when the camera API is released and you implement it the sounds will still sound weird because no matter what you do the audio isn't being simulated in a 3d environment.
Just stop repeating this, it's not true.
As I've said, multiple times, our sound engine IS FULLY 3D and it KNOWS the position in the fligthsim world of EVERY GSX vehicle that emits sound, in realtime, at any time. It ONLY miss the camera ( which means ear position ) to make it identical as if it was using the default sound engine. But better, because it won't put any strain on the sim.
The topic is closed, because even the title was misleading other users we don't have 3D sounds, when we obviously do.