SimAcoustics is a business that grew from the hobby of its founder; Mike Maarse. It was during the mid-1990s that, as a result of his passion for aviation and engine sound, Mike started modifying samples and sound configuration files for Microsoft Flight Simulator 95. It was a lot of fun using nothing but the most basic of tools (Notepad and Sound Recorder for the nostalgically inclined) to enhance the way aircraft sounded when flying them around the virtual skies.
Experiments continued and with every new release of Microsoft Flight Simulator, project complexity was increased and the results were improving. With the arrival of Flight Simulator 2002 on the scene, Mike started building complete sound packages. Some of these sound packages were also shared with the flight simulator community through popular websites such as AVSIM and flightsim.com.
The release of X-Plane 11 in 2016 sparked interest in building complete sound environments, mainly since the sim implemented a truly state-of-the-art sound system in the form of FMOD. As a result, in 2018 work commenced on the first FMOD sound package for X-Plane.
Jumping to the beginning of 2019, SimAcoustics exists as a small digital sound studio that builds sound environments for modern flight simulator software. At the same time this service is also offered to flight simulator add-on developers looking to add high quality audio to their product.
Throughout the years we have been involved in multiple projects with engine types ranging from roaring radial piston engines to modern turbofans. Each project brought its own specific requirements and challenges to the table. With the desired level of realism ever increasing, most projects also included working on sound effects for cockpit controls and aural warning systems. All projects have one thing in common though, they were developed with passion for sound!
The listing below shows the aircraft types that we've worked on so far (last updated january 2024):
Sound waves flow through various bits of hardware and software before ending up in a flight simulator sound environment. Please see the listing below for a selection of the equipment used in the entire process.
And a load of various tripods and wind shielding equipment...