MiG-29 SFX – Game-Ready Sound Effects for Game Developers
An unique library of sounds for game developers with detailed instructions on how to use it. The MiG-29 Sound FX library includes 18 seamless loops and 8 special sound effects. Using them together, your MiG-29 comes to life!
The Mikoyan MiG-29 is a jet fighter aircraft designed in the Soviet Union. The MiG-29 was developed to counter new U.S. fighters such as the McDonnell Douglas F-15 Eagle. Its first flew in July 1982. The maximum altitude the MiG-29 can fly is about 20 km.
All of our jets are based on the same implementation principle with the same functions. Therefore, when you configure MiG-29 for your project, you can easily use other jets from soundfx.studio.
You can also find a ready-made solution for UNITY platform – MiG-29 FIGHTER JET SOUND SYSTEM and for UNREAL ENGINE 4 – MIG-29 FULCRUM UE4 SOUND SYSTEM. It contains scripts for reproducing the sounds of a MiG-29 twin-engine jet fighter aircraft depending on engine RPM, jet speed, angles of view, and the distance from the aircraft to the camera. This project also implements a fully controllable advanced flight model of the MiG-29 jet. Thus, you can control the aircraft using the keyboard or game controller.
01. Demonstration of MiG-29 Sound FX Library- Startup and Shutdown
02. Demonstration of MiG-29 Sound FX Library – From Idle to Afterburner
03. Demonstration of MiG-29 Sound FX Library – Flybys
04. Demonstration of MiG-29 Sound FX Library – Cockpit WarmUp
05. MiG-29 Idle RPM External View
06. MiG-29 Idle RPM Front View
07. MiG-29 Idle RPM Back View
08. MiG-29 Maximum RPM Front View
11. MiG-29 Distant Sound Back View
12. MiG-29 Avionics Cockpit View
13. MiG-29 Idle RPM Cockpit View
14. MiG-29 Maximum RPM Cockpit View
15. MiG-29 Afterburner Cockpit View
If you need files in a different format – let us know, we will send them to you
You can find more sound previews in our SoundCloud profile.
— How to Use It —
To use this sound library in your project you need two parameters: engine RPM and plane SPEED. The RPM should be normalized to 0-1 range. Where 0 – is an IDLE engine, the engine after the startup sequence. And 1 – is a MAXIMUM engine power of your aircraft’s engine. Calculate your SPEED in Meters per Second.
There are the sounds for External View and for Cockpit View in separate folders. If you want to use the sounds of Startup and Shutdown, then limit the control of the aircraft to the user for the lengths of these sound files. Make sure all other sounds are turned off while playing Startup and Shutdown sounds. Immediately after the Startup sounds, the rest of the sounds should be started with the gain and pitch for RPM = 0. And you need to adjust Turbulence_cockpit sound with your Pitch rate. Avionics_cockpit should be always with pitch and gain = 1.
Let’s display the parameters of the gain and pitch of the other sounds we need in the table:
| ||GAIN ||PITCH |
|Idle, Idle_Front ||if (RPM >= 0.9) |
-5.16 * RPM + 5.26
else if (RPM >= 0.5)
1 – 0.6 * (2*RPM – 1)^2
|0.382 * RPM + 1 |
|Idle_Back ||Minimum(2, 1.5 * RPM + 1) ||1.0 |
|Maximum_Front, Maximum_Back ||RPM ^ 3 ||1.0 |
|Afterburner_Back, Distant_Afterburner_Back, Afterburner_cockpit ||Maximum(0, 20 * (RPM – 0.95)) ||1.0 |
|Flyby, Maximum_Flyby_Front ||RPM * Minimum(1, SPEED / 30) ||1.0 |
|Distant_Back, Distant ||0.7 * RPM + 0.3 ||1.0 |
|Distant_Front ||(0.7 * RPM + 0.3) * |
* Minimum(1, SPEED / 30)
|Idle_cockpit ||if (RPM >= 0.5) |
1 – 0.6 * (2*RPM – 1)^2
|0.382 * RPM + 1 |
|Maximum_cockpit ||RPM ||1.0 |
|Wind_cockpit ||SPEED / Max_Speed ||1.0 |
Our aircraft is flying at a RPM = 0.85.
Let’s calculate the volume and pitch of Idle sound:
Idle.gain = 1 – 0.6 * (2*RPM – 1)^2 = 0.706
Idle.pitch = 0.382 * RPM + 1 = 0.382 * 0.85 + 1 = 1.3247
In the same way calculate the parameters for others.
HOW TO USE FRONT and BACK sounds:
Create 2 audio mixer groups: front_group and back_group. Then assign the sounds “…_Front” and “…_Back” to the appropriate audio mixer groups. Then you need to calculate the angle between your sound source (your plane) = “from” and the sound listener (camera) = “to“.
For example in Unity C#, it would be:
Vector3 from = source.transform.forward;
Vector3 to = (transform.position – Camera.main.transform.position).normalized;
n_angle = 0.5f * Mathf.Abs((Vector3.Dot(from, to) – 1f));
n_angle will be equal to 1 when we look at the plane from the front, and will be equal to 0 when we look from behind.
Now we can control the loudness of our audio mixer groups:
| ||GAIN |
|front_group ||0.82 * n_angle + 0.18 |
|back_group ||n_angle ^ 2 – 2 * n_angle + 1 |
Thus, the volume of the front_group will be equal to 1, and the volume of the back_group will be equal to 0 when we look at the aircraft from the front. And the volume of the front_group will be near 0, and the volume of the back_group will be equal to 1 when we look at the aircraft from behind.
MIN and MAX DISTANCE of the sounds:
It is important to properly limit each sound radius for the greatest realism. The minimum distance is the radius of sound with constant volume = 1. The maximum distance is the radius beyond which the volume of the sound is = 0.
If you need, you can calculate the volume of the sound on any distance between minimum and maximum:
Distance_Volume = (distance — Min_Distance)/(Max_Distance — Min_Distance)
| ||MIN Distance (m) ||MAX Distance (m) |
|Distant Sounds ||1000 ||5000 |
|All Other Sounds ||100 ||1500 |
If you have noticed any mistake, or you can suggest improvements, please write to us about it.