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Everything posted by ensou04

  1. once in-game , go to difficulty settings you should see a custom tab there for the mod RSE's stock configs only supports the stock game so i dont think it'll work with RO. Someone has to make a dedicated set of configs for RO.
  2. the stock "normalizer" only works by limiting the peaks (causes distortion, most of the times doesnt work), while the audio limiter attempts to compress the audio based on perceived loudness. just like what @RyanRising it makes it so that 10 engines is effectively not 10 times as loud. Hmm unfortunately i cant test this as I'm on Windows, have you guys tried running the mod on the version it was compiled on?
  3. Download the configs from this release and everything should be working: https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.5.3 Indeed the audio limiter needs more work, when sounds are way too loud it has a hard time trying to turn anything down in time and causes crackles. better to disable it for now and just lower the volume of the game
  4. I had an idea for just doing an audio cue of a sonic boom instead of simulating it (more cinematic than realistic), so it just plays the sonic boom "boom effect" when you get pass through the speed of sound threshold (in and out). but yeah its beyond of the scope of this mod.
  5. hmm if it doesnt cause any issues it should be just fine. Yeap its part of the planned features. Although I wont be working on this again anytime soon so it might take a while.
  6. yeah the filter has a relatively shallow Q so putting down to 0 hz wont silence it.
  7. maybe they are lol, go play around with the configs, shipeffects.cfg. there's no real way to differentiate a rocket from an aircraft so whatever you do there affects every vessel.
  8. I'm currently working on a blacklist system for sound sources so other people don't have to change their mod but: What you could do is to make sure that your audiosources has "bypassListenerEffects" set to true so that it ignores all the effects from RSE. The blacklist system I'm going to implement pretty much behaves in the same way.
  9. its not proprietary, it just doesn't exist the best reference I could provide is really just the stock configs. Like I said its a very loose "in head" creative decision. Which sounds makes sense for which Engine. I will try my best to explain how I made my configs: None of the decisions are realistic tbh, the only criteria I decided on was: Engine Bell Size, Use-Case (vacuum or atmosphere) and Power. Engine Bell Size would dictate the "pitch" of the engine. Also a reference for Loudness Use-case would be used as reference for how "dirty" sounding the engine is: eg: Vacuum: les
  10. For the meantime, everyone who wishes to use SoundTrack Editor should disabled RSE's built-in Audio Muffler in the settings and instead use Audio Muffler Redux if you really need muffling while waiting for the new update. I'll probably try do some dev work this weekend.
  11. Oh unfortunately I haven't added them to the bypass list so yeah they will get muffled. thanks for bringing this up so I can add it to the to-do list
  12. I dont have a spread sheet, but its more of a loose selection. I use more powerful sounds if the engines are meant to be used in First Stage Boosters that has a relatively high isp in atmosphere. I also look at the nozzle sizes in conjunction of their usage. For Example: Large Nozzle Engines that are designed for Vacuum I tend to apply deep low sound effects to it. While the Kerbodyne KE-1 and Mainsail even though having a relatively large Nozzle will have the Louder and dirtier sound effects applied to them.
  13. Ensure you delete existing MM caches. Post logs also. Like karin said, RealPlume adds its own sounds borrowed from KW Rocketry if i remember correctly. if you use the patches from the master branch you'll get the RealPlume compat patch made by @Karin Yeap, Thats how I approached my patches. I also base them on if the engine is Vacuum or Atmospheric use. You could instead use RSE's Docking Port Configs with the sounds from Docking Port Sound FX just to be sure because RSE also adds docking port sounds. I might just push an update that includes the RP p
  14. You can't add sounds to resource converters but you can add sounds to vessel's speed. check out ShipEffects documentation. You can also add sounds to the wheel's Motor Torque which is directly controlled by electric charge so you can try that as well. See RSE_Wheels PartModule for more details. Hope these help! I'll add resource converters to my planned list.
  15. thanks Karin! I already pushed it to the main branch. It'll be added to the next update once I'm done with my current projects.
  16. Yes, for now there isnt one, because the stock engage sound overlaps too much with the running sound's start effects (wind ups, etc). Also even with stock sounds, some engines dont have engage sounds.
  17. thanks @hemeac On other news: I think I might have to readjust the config's volume for most engines and probably re-master the provided sounds to be more louder and more akin to what stock loudness was. some engines specially smaller ones are too quiet because when I created these sound effects I didn't had any intention of making a Volume Normalizer as a feature. I might as well do some more sound effects like more variety in the decoupler area, and custom docking sounds. Some more planned features that I intended for RSE will be a separate mod instead eg: Ambient and Mu
  18. I based it loosely on their Purpose (boost stage/vacuum), size of the engine bell and thrust power. For example: Engines that are boosters should be Noisy and have like "wind up" sound effects. basically I looked at the engine, and see if the sound I assigned to it makes sense and if it works. those actually mean "Light sound, Medium Sound, Very Heavy Sound". and not how heavy the engines are. So like the KE-1 should produce a Very Heavy sound because of its engine bell and power. also based on Saturn V launches. the terms are pretty vague so bare with it ahah. the "weight" classes
  19. @Zelda you have to make sure that you are putting in the Proper EngineId. check out the documentation: https://github.com/ensou04/RocketSoundEnhancement/wiki/RSE_Engines-PartModule
  20. Update v0.5.4 Fixed Null spam with Chatterer Download: https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.5.4
  21. @Poodmund during early dev I thought it was RSE's fault so I tried to fix it but yeah nothing happened. I guess there's nothing we can do about it.
  22. @Idleness ok now I know what you guys are referring to, yes I have noticed this stutters on scene changes as well even on a mostly stock based game. (RSE, Restock and some utility mods). it started to grow more noticeable the more RSE becomes closer to being complete. I'm guessing it has something to do with clean up, still not sure how I could mitigate it. it affects everything even if its not being controlled by the mod like say the bird song ambience on KSC and Music. I guess your assumption is right that its probably the game itself, sound mods just make it more noticeable, but I'll still
  23. have you guys tried removing RSE and see if its not RSE being broken again? just to rule it out
  24. Your guess is right, only chatterer audiosources are being handled under RSE.LateUpdate(). so there's probably some funky things going on there. don't enable Muffle Chatterer for now until I find a fix. Muffling is always happening once in-flight so it probably relates to chatterer doing something else once in different situations thats why there's no log spam on the launchpad/surface. RSE only works in-flight, maybe it has something to do with the same issue above, (when changing from and to Flight Mode) thanks for the report EDIT: @Karin i was trying to reproduce your
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