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ensou04

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Posts posted by ensou04

  1. On 9/17/2022 at 11:17 PM, Gordon Dry said:

    @ensou04 how about releasing the fixed version?

    Currently on a long hiatus and I am trying to find time to release the proper update.

    Thanks for all the bug reports, hopefully now that things aren't as hectic IRL I'll find time to work on this. Keep the reports coming.

     

    On 11/8/2022 at 1:12 AM, THE_KERBAL said:

     

    I think you’re right because it only crashes when I approach another vessel in Luna multiplayer when I have this mod installed. So I think Luna multiplayer has compatibility issues with this mod. Although older versions of this mod worked with the latest versions of Luna multiplayer 

    I suspected this mod will eventually be used with Luna Multiplayer so I wonder why this is causing some crashes. It'll need further investigation.

      

    On 11/9/2022 at 4:52 AM, SpankyJackson said:

    Hi, I'm trying out this mod and I get a large frame drop (from 40-50 FPS to 15-16 FPS) on space station in orbit, out of the atmosphere. Is there any way I can tweak the files to fix this? All I really want is the improved sound files, I don't need the muffling or anything (as I assume that's what's causing this massive frame drop). I've tried turning the muffling to Normal to no avail. Nut sure why I'm seeing such a severe drop on a relatively static object.

    Its not the muffling that causes the lag spikes, its the sound system itself. The current release version has performance issues, if you grab the plugin on the master it has the fixes.

     

     

  2. 1 hour ago, SpaceFace545 said:

    I don't know if this is a feature or a bug but SRBs have like no sound at all for me except for the startup. I guess this is decent so we can just listen to the main engines roar but when flying rockets that have solely solid rocket stages like Titan III/IV or Ares-I it gets kinda awkward flying a silent rocket. Thanks

    That's definitely a bug, I will look into it

  3. @Vandest thanks for letting me know! you can give new build a try and see if it works well for you https://github.com/ensou04/RocketSoundEnhancement/tree/master/GameData/RocketSoundEnhancement/Plugins

    For everyone else, do not set MachEffectsAmount to zero as its broken in the current release, just use Muffler Quality: Normal for now if you don't want mach effects.

  4. 2 hours ago, linuxgurugamer said:

    What happens when an engine is staged away?  Actually, if I remember correctly, there were two cryo engines staged, then four SRBs, and then a main cryo engine.

    RSE_Module doesn't do anything in particular on stage events so I'm not sure what might be an issue. Log also indicates that the out of bounds happened on PlaySoundLayer so I assumed the error might have been there.

    RSE_RCS code is short enough though so it should be easy to spot what might be the issue :

    //RSE_RCS LateUpdate()
    var thrustTransformsCount = moduleRCSFX.thrusterTransforms.Count > 0 ? moduleRCSFX.thrusterTransforms.Count : 1;
    var thrustForces = moduleRCSFX.thrustForces;
    float control = thrustForces.Take(thrustTransformsCount).Average() / moduleRCSFX.thrusterPower;
    
    foreach (var soundLayer in SoundLayers)
    {
        string sourceLayerName = soundLayer.name;
    
        if (!Controls.ContainsKey(sourceLayerName))
        {
            Controls.Add(sourceLayerName, 0);
        }
    
        float smoothControl = AudioUtility.SmoothControl.Evaluate(control) * (30 * Time.deltaTime);
        Controls[sourceLayerName] = Mathf.MoveTowards(Controls[sourceLayerName], control, smoothControl);
    
        PlaySoundLayer(soundLayer, Controls[sourceLayerName], Volume * thrustTransformsCount);
    }

    Particularly my references to moduleRCSFX. Is it possible that either moduleRCSFX.thrusterTransforms or moduleRCSFX.thrustForces length could have changed during staging events ?

     

    2 hours ago, linuxgurugamer said:

    I looked at the code, is there any chance that the audioClips would be empty?  You are checking for it to be null, but after you check the length

    it shouldn't be empty because they are initialize on soundLayer parsing, I left it unguarded so its easier to spot if you assigned the wrong clip path in the configs.

    the only way it could be empty is if audioClip is empty or incorrect in the config.

    2 hours ago, linuxgurugamer said:

    I'd suggest doing something like this instead:

    I'll do this and then just log an error on soundLayer creation when the it fails to load an audioClip.

    thank you!

     

  5. @linuxgurugamer that narrows it down to possibly only happening after launch. The only array that is unguarded in PlaySoundLayer method is the audioClip array because I assume this will never be unloaded.  These are loaded during part's OnStart().

    can you take a look see? https://github.com/ensou04/RocketSoundEnhancement/blob/e80aa384fcae223c66c4be68d07ddac52142a065/Source/RocketSoundEnhancement/PartModules/RSE_Module.cs#L290-L296

     

  6. Just now, linuxgurugamer said:

    Not sure I missed this, but every time I pan from the front of a rocket to the back, I get the sonic boom.  

    Would it be possible to not play that after the first time?  If not, could there be a way to just disable that sound?

    You can only disable it in RSE's Settings > Advance Settings > Mach Effects and set to zero or Set Muffling Quality to Normal. This will disable Mach Effects entirely though not just remove the Sonic Boom.

    You could manually remove the sonic booms in RocketSoundEnhancementDefault/Configs/ShipEffects.cfg by deleting the entire SONICBOOM node

     

    9 hours ago, linuxgurugamer said:
     IndexOutOfRangeException: Index was outside the bounds of the array.
       at RocketSoundEnhancement.PartModules.RSE_Module.PlaySoundLayer (RocketSoundEnhancement.SoundLayer soundLayer, System.Single control, System.Single volume, System.Boolean rndOneShotVol) [0x002e8] in <38e9f5d8981a4a08b8e345cb0552120c>:0 
       at RocketSoundEnhancement.PartModules.RSE_RCS.LateUpdate () [0x000fb] in <38e9f5d8981a4a08b8e345cb0552120c>:0 

    I can't seem to recreate this error with ReStock and Near Future Launch Vehicles installed. But I do have a suspicion of what might be causing it and have a quick fix for it.

  7. Rocket Sound Enhancement Default Preset Modding Guide is now up! : https://github.com/ensou04/RocketSoundEnhancementDefault/wiki

    Alongside this, I made an online tool to help create configs with a balanced volume: https://ensou04.github.io/RocketSoundEnhancementDefault/PresetConfigurator/

    If anyone has any questions on using RSE Default on your own part mods, please let me know!

  8. Now that plugin performance has been dealt with (mostly) and the config pack more streamlined. The next update will be finalizing Jets and Turbines so consider the existing sounds for those as marked for update, change and/or deletion.

    I'll also be working on a Wiki guide for Part Sound Modding Parity with RSE Default with its new "preset" system inspired by RealPlume for engines.

    I might as well list which sounds are gonna stay and which ones will probably be changed or updated:

    These are Final, existing Sounds from these won't be replaced/changed. Might be slightly updated but unlikely. New Sounds maybe added but shouldn't break anything.

    • Atmosphere
    • Decouplers
    • Engines
    • RCS
    • Propellers

    Might be updated/improved but no file name change. These are low priority.

    • ElectricMotors
    • Wheels

    Will be updated and changed.

    • JetsTurbines (High Priority)
    • Physics (Maybe, planning on replacing the sounds for better quality ones)

    Other Config plans are swapping out stock AUDIO nodes to use RSE_AUDIO for several parts that don't need RSE Modules. These are parts like some of Breaking Ground parts (Robotic Arms, etc). On the plugin side, I'm planning on tackling servos, resource converters and parachutes. Let me know if I missed something.

    After all of these and after any bug fixes that we'll have to deal with. The mod will now be finally "Released".

  9. New Update Availabe!

    Rocket Sound Enhancement v0.9.6 (Plugin)

    Download:  https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.9.6

    Changes

    • Improved AirSimulationFilter Performance
    • Added RSE_KerbalEVA with support for jetpack sounds. by  @pizzaoverhead in #16
    • Added alternative "SOUNDLAYERGROUP" Node for SoundLayer Groups in RSE_Engines, RSE_RotorEngines & RSE_Wheels
    • Renamed "EnableWaveShaperFilter" to "EnableDistortionFilter"
    • Tweaked Global AirSim Settings
    • Removed "RSE_AUDIO_LOOP". assign a name to "RSE_AUDIO" if used more than once in a single EFFECTS subnode

    Rocket Sound Enhancement Default v1.2.4

    Download: https://github.com/ensou04/RocketSoundEnhancementDefault/releases/tag/1.2.4

    Note: Delete the old Rocket Sound Enhancement Default folder to prevent any conflicts.

    Mod Support

    Changes

    • Re-balanced Engines Loudness
    • Converted Engine Patches to use "Presets"
    • Decoupler and Docking Port Auto Patcher
    • Added KerbalEVA jetpack sounds. by @pizzaoverhead in #1
    • Updated Sepratron to only use one Thrust Layer
    • Updated LES to only use one Thrust Layer
  10. 7 minutes ago, DfA-DoM said:

    When reaching orbital altitude in flight, the rocket sound is gradually muffed and the soundscape is becoming rather quiet, but when switching into the orbital map screen, the sound seems to be restored to the usual/stock global level, which now is sounding... quite harsh and rough now. The same kind of annoyance is appearing when choosing to revert the current launch.

    I'm not sure what's happening here, can you take a video of it? it's really hard to describe audio bugs sometimes with words and weird sound issues don't usually present themselves in the logs.

  11. New updates available!

    Rocket Sound Enhancement v0.9.5 (Plugin)

    Download:  https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.9.5

    Changes

    • Fixed OneShot Samples playing with the wrong pitch value
    • Fixed AirSim Filter not taking effect sometimes.
    • Fixed SonicBoom SoundLayer Support
    • Removed AirSim Filters from SonicBoom sources

    Rocket Sound Enhancement Default v1.2.3 (Config and Sound Pack)

    Download: https://github.com/ensou04/RocketSoundEnhancementDefault/releases/tag/1.2.3

    Mod Support

    Changes

    • New Engage Sounds
    • New Sonic Boom Sounds (Near and Far)
    • New "Liquid_Burst_Heavy", "Liquid_Burst_Bass" and "Liquid_Burst_Lifter" Samples
    • New "SRB_Burst_Heavy" and "SRB_Burst_Light" Samples
    • Removed Unused RCS Samples
    • Fixed Jet Engines having stock spool sound with RealPlume installed
    • Added missing RealPlume Plumes
  12. 4 hours ago, mateusviccari said:

    Is it possible to disable the cone muffling effect and keep the atmosphere > vacuum muffling on? I never watch my launches looking towards the rocket's bottom, I am a man of respect after all :D

    well i never intended for you to watch your rocket from the bottom :P. but you have two ways to not have mach cone effects:

    1. go to RSE Settings and see the Advance Page, set Mach Effects Amount to zero to disable mach effects completely while keeping other neat effects like realistic distance attenuation.

    2. Or, Set Muffling Quality to Normal. this quality setting is the regular Muffler.

  13. @mateusviccari@Vandest AirSim Quality does two muffling effects, one is for Atmosphere Density and the other is for mach effects. Mach Effects Muffling is dependent on camera angle and speed. It also causes sonic booms when entering the mach cone.

    What you are hearing is expected behavior from AirSim, Mach Effects muffling tapers just before existing the atmosphere to have a smooth transition from Atmosphere to Vacuum if Vacuum Muffling is not set to Silent. This behavior results into a last sonic boom sometimes and ship becomes audible again because the mach angle is expanding back to normal.

    You wont hear this transition if Vacuum Muffling is set to silent.

  14. 8 hours ago, CaelReader said:

    Is it expected behavior to be getting 3-4 sonic booms on every launch and reentry (using the default config, full AirSim)? I'm running JNSQ so if not, maybe the different atmosphere is causing it

    Interesting, assuming you meant that the camera is stationary on the side then yeah probably its the atmosphere. Also there's two sonic booms happening just like in real life. AirSim simulates Two Cones, tip and rear.

  15. I'm in the process of creating more Bursts and new Engage sounds for engines. What do you guys think of having an "Idle" sound for rocket engines? like a sound of the coolant running and flowing, maybe even turbines etc. It's gonna be quiet and sound more like ambiance.

    something like the sound on this video (0:04 - 0:17) before engine ignition

     

  16. 3 hours ago, Hertzila said:

    Thank you for the fix! Too bad even the nuclear option is not total, since there's still some stutter pre-load and post-load, but every bit helps.

    I don't think there's really any fix the sound stuttering though, it happens because the game itself lags during those moments with or without RSE. Usually its not a problem with sound but with an audio mixer, somehow the game's entire sound gets affected regardless if the sound was using the mixer or not.

  17. 6 minutes ago, JonnyOThan said:

    Hey, @ensou04 over on the RocketSoundEnhancement thread has figured out the cause of the missing audio bug! Seems like a good candidate for KSP Community Fixes.  Start here and check out the following few posts:

     

    Hi, I was planning on doing a PR for this. but might as well share the code here:

    // KSPAddon.Startup.Flight
    
    void Start()
    {
    	FlightCamera.fetch.AudioListenerGameObject.transform.localPosition = Vector3.zero;
    	FlightCamera.fetch.AudioListenerGameObject.transform.localEulerAngles = Vector3.zero;
    }

    https://github.com/ensou04/RocketSoundEnhancement/blob/f09584dab89537b2a21c6f527310cdec460d0ae3/Source/RocketSoundEnhancement/RocketSoundEnhancement.cs#L77-L78

  18. Rocket Sound Enhancement Plugin Update.

    Downloads

    Rocket Sound Enhancement v0.9.4 (Plugin)

    Changes

    • Added MachEffectsAmount config
    • Settings Panel now closes when Save button is pressed
    • Fixed RSE_AUDIO AirSim Filter being disabled first before the audiosource causing unwanted behaviour
    • Fixed Stock Audio Disappearing bug
    • Temporary Fix for Sound Stutters when changing scenes
  19. 8 minutes ago, 610yesnolovely said:

    It would be incredible if you could fix this bug, it's one of those rare but truely annoying and persistent bugs that if you dig into it, a lot of people get, but only rarely. The description of it being a distant sound source does jive with some people saying (and my experience) it seemed to occur only when scene switching with distant vessels.

    When you say "the fix", does that possibly mean you might fix it? If so, it might be one of those bug fixes for the KSP Community Fixes mod? Just a thought, possibly easier to put it in RSE with a toggle and/or cfg setting and perhaps mention the fix on that thread? Whatever... however it's fixed it'd be very good news.

    yeap its fixed! I would love to contribute the fix to the community instead of just having it in RSE though. its literally just 2-3 lines of code

  20. 18 minutes ago, Hertzila said:

    A nice change of pace that fixing a bug reveals how to potentially fix another bug rather than causing another bug. :D

    In my case, Chatterer background chatter is being the biggest earsore. As the scene initially switches to a vessel, Chatterer cues some background radio report to play, then the game properly finishes loading everything in and that's when the audio stutters like mad. The radio report doing the "play the last 100ms on a loop" thing until everything is loaded is very noticeable.

    ikr, was constantly switching back and fourth to cause the stutters and see if it improves, that's when i started seeing the bug pattern of the disappearing stock sound bug.

    the stutter seems like a DSP issue, it only seem to happen when the mixer is loaded. the nuclear solution works fine though. I just set the listener volume to 0 every scene change and luckily, the game resets it back to normal after loading. it's a temporary fix until I find a better solution

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