@Videogamer555(View Post) look, you hear sounds as oscillations in pressure. In other words, the pressure reaching your ear at one instant would be +(a small amount), then a few milliseconds later -(a small amount). Contrarily, in TPT the pressure tends to stay in the positive region (or negative region) for many seconds at a time. If such a hypothetical recording device were to exist, an explosion would translate into a very loud 0.001 hertz sound. And no, your speakers cannot replay that sound as the crests and troughs are way too far apart to produce any meaningful sound. Even if it could be played, you would probably notice it as the air pressure in the room increased slowly.
The only way your suggestion could make a useful sound file would be to modify the air simulation system in TPT to calculate sounds the way they appear in real life. And you know that's nearly impossible to do and unlikely to occur.
@Videogamer555(View Post) Here's what the sound data looks like (Signed 8bit PCM) http://minus.com/mX9cMY96e/ If you look at the waveform, you'll see how useless it is, also that's over a minute of recording time to get something that won't give more than a second of playback.
@Videogamer555(View Post) Please read the thread again. Fluid sim in Powder Toy is not accurate enough to produce sounds that are anything like a real explosion. Simon (who does generally know what he is talking about) has stated several times that the proposed feature would not give any useful output. I have also done a few tests, and I agree with Simon.
Maybe if someone adds sufficiently good fluid sim in the future (although that's a bit unlikely), this idea could be resurrected. But at the moment, no - it will not be added.