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ensou04

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Everything posted by ensou04

  1. AirSim smoothly transitions its mach related effects to no mach effects in vacuum approach so it definitely works with Muffled Vacuum because it doesn't actually do Atmospheric Density Muffling itself, that's still done by the regular muffler. AirSim is still in effect in vacuum but it's only doing Distance Muffling and Comb-effects. Music is a not an issue anymore specially for Full Muffling. i believe that's been fixed with Lite as well together with extra chatterer stuff from the a PR i merged before.
  2. AirSim could be the default it's just a bit more CPU intensive compared to Lite and Full (+-3% more cpu usage). On that note, there's no noticeable performance impact between Lite and Full so I'm actually considering removing Lite altogether. But we'll keep Lite just in case. Personally I really like NASA-Reels because it really brings out the details of the sound effects. But it might be a bit too compressed for anyone else. Cinematic for me is a bit too quiet I might tweak it to be louder but not as compressed like NASA-Reels and Balanced. Maybe we should go with Balanced for the Limiter, AirSim for the Muffler with the Muffled Vacuum as the preset at least for now in the v0.9 update so everyone can give it a try. Then we'll decide with the final defaults for v1.0
  3. Update is ready! I just need to know what's the ideal default settings for RSE. Audio Limiter: Balanced Cinematic NASA-Reels Audio Muffler: Lite - the current muffler Full - a new muffler setting, similar to Audio Muffler Redux. It does selective muffling if the source is the active vessel or not. but does not do wall occlusion like AMR. ex: you can hear your own sounds in IVA but cant hear sound sources not connected to your ship in vacuum. includes doppler effects. AirSim - a new muffler setting that simulates sound muffling over distance and effects like comb-filtering, semi-directional audio, slight distortion, mach effects and sonic booms (provided by a config). It also includes doppler effects. Inspired by the old Atmospheric Sound Enhancement Mod by pizzaoverhead. Which one of the settings should be default?
  4. Doesnt seem like RSE is crashing or anything, lots of log spam though. There has been reports that KSP has been borking sound for a while.
  5. thank you also good call on the heavies being less bassy compared to the old ones. Was working on SRBs and realized the Heavies are taking too much high frequencies where I would normally put SRBs sounds at. Already made the Heavies more bass focused and tweaked the Mediums to slightly be more bass focused and less high end. I think the lights already sound good so I didn't touch them cuz they might end up sounding more like RCS thrusters. The new sounds should be in the master later.
  6. Like @JonnyOThan said, KSP.log would be very helpful. quick answer to your question would be: GameData - RocketSoundEnhancement (The Plugin/Framework) - RocketSoundEnhancementDefault (The Config/Mod) - ModuleManager.dll
  7. I could increase the bass for those. Also planning on finalizing the equalization of the engine sounds anyway because they are too mid/high focused to my liking. Just need to make sure I keep the original Loudness generally the same so we don't have to change the volume balancing in the configs. The only thing left to do before the update is the SRBs, I'll do the equalization of the engine sounds once I start working on those. After the update is released, I'll start working on engage/disengage sounds.
  8. this is an interesting problem, because i think the solution is to just change the duration of the the loop, right now its 8 seconds long but i bet if we change that to say 7 seconds or 9-10 seconds the looping effect should be gone.the old sounds had 10 second loops and was using actual recordings so that means looping there should have been more obvious but it wasn't im gonna re-render all the rocket engines to be 10 seconds long and see what happens EDIT: Nope not the length. its the texture aka the crackle, just had to adjust the timing to an odd number and made it more consistent. I made the samples longer anyway just to be safe
  9. @Kwebib my bad, should work now EDIT: I re-rendered the liquid_medium sounds and adjusted the "texture" to be more consistent, hopefully that reduces the looping sound. its in the master
  10. RSE Update is close to being done. RSE Plugin Skipped a version and will go straight to v0.9 as its almost feature complete. Documentation on wiki is now outdated though so I'll have to deal with that soon. Done doing Jet engine patches and revamped most sounds effects. Grounded wheels is now supported. more mod support will come later. Didn't manage to make a resource converter module yet but it shouldn't be that difficult although adding sounds to Grounded converters will be tricky because wheels consume less resource the faster it goes so its gonna be reversed in that case. if anyone has any ideas lemme know. For people who likes making patches or want to add support to their mods, I created a Sheet you can reference.
  11. just took a look at your Valiant patch and it seems in order, just had some AIRSIM values that's no longer needed cuz they're already set by default . its probably the wav in this case. I'll take a look a bit later
  12. yeah can confirm, wav themselves sounds fine. do you know which engine has the noticeable looping sound? EDIT: I think some sounds are just pitched way too high on smaller engines so I'll try tuning them down
  13. thanks for letting me know there is also one thing that happens with RSE that is very rare, the Audio limiter gets overloaded and gets "stuck" at maximum limiting. its not really stuck its more like it takes forever to recover because limiting is at infinity. If sudden muting happens again while playing with RSE, try disabling the Audio Limiter just to confirm. I might swap that out with Unity's built in Audio Limiter now that RSE uses Mixer Groups.
  14. oh i missed this. I remember them asking about adding sounds to resource converters so just in time. Im trying to work on something that'll make it happen. Currently i'm reworking most of the sounds now for the release version. Most sounds in the default pack are placeholders except for the ones I added lately. Still need to work on the rotor sounds as well so it might take a while.
  15. Comb Filtering happens when two identical sounds plays *almost* at the exact same time and rate. so if we start the loops at different points in the loop sample, no more comb filtering. With Pitch variation, over time the comb filtering disappears that's why you can hear it "animate" over time, which was honestly a more pleasant sound than the static comb filtering RSE and old KSP used to get. Eventually they'll stop filtering each other because they aren't playing at the same rate so they'll be misaligned for more than 20ms where most comb filtering start to disappear. If you notice with RSE Engines, Comb Filtering only happens at the start of each thrust. eventually they start to disappear
  16. for the engines, some engines do comb filtering and was intentional (internally, every engine will have a some pitch variation). if you don't like it, go to the configs and add "loopAtRandom = true" for the soundlayers that dont have it. but that would remove the unique startup effects (not activate/engage) like base punch. The engines that does these was made before there was a viable limiter and that was the only way i came up with to fix the more terrible permanent combfiltering on engine clusters that has punchy starts. In the future all engine sounds will loopAtRandom because we already have free punch effects from the new Limiter This was my first choice of solution, but KSP being a sandbox game. Kind of complicated to take into account every edge case. What if your ship has 2 same engines but not in a cluster formation? where would I put the sound source. I could instead do a distance or cluster/mirror check and see if two engines are close enough to share one audio source. this adds a lot of checks for every engine on the same vessel. There might be a better way but another problem occurs with how audiosource limits volume to 1. so engine clusters will never get louder than 2 engines. there's always workarounds for these situations but that adds a lot of code. The simplest solution was to just loop sounds at random points on the sample which RSE also does just like KSP.
  17. thank you Directional sound is already implemented probably just not obvious from the build on that video. that was a balancing issue, i already fixed this by changing how the rattle sounds are controlled. I'll probably add back volume sliders on the next update.
  18. i have pizzaoverhead's blessing to go on this endeavor On the Air Simulation Topic: While working on the system, I was attempting to have stock sounds be partially supported. It added more *hacky and slow* code than necessary. So I made the decision to not support stock sounds. Example of stock sounds would be engines not using RSE or the atmosphere wind effects (like reentry). At this point, RSE already can do 90% of what stock sound does. With the SHIPEFFECTS module, I can just add my own Atmosphere Wind and Reentry Sound effects with the new DYNAMICPRESSURE Control. Adding Air Sim on SHIPEFFECTS Module is more straightforward than trying to take into account what ever stock decides to play at any given moment. With this in mind, i will be adding a new setting to disable Stock Ambient Sound Effects which is more straight forward like disabling staging sounds. With Air Simulation Enabled, AUDIOMUFFLER's basic Lowpass filter will be disabled and all AUDIOSOURCEs will be routed to a mixer. this will give stock sounds muffling similar to Audio Muffler Redux while RSE will be using Air Simulation and will be on their own Mixer Channel.
  19. Plugin Dev Update: Air Simulation! A New RSE Plugin Feature that simulates how Sound Travels in an Atmosphere. It Calculates Doppler Effects, Muffling due to Distance, Mach Cones and Realistic Comb Filtering Making Flybys more interesting. It doesn't do Sonic Booms yet but that's what I'm working on next and its gonna be part of ShipEffects Module.
  20. you could just grab the latest plugin in the master branch if you like (https://github.com/ensou04/RocketSoundEnhancement/tree/master/GameData/RocketSoundEnhancement). it has the latest features I'm working on right now together with the patch although it might contain some debug code during development.
  21. are you playing with Soundtrack Editor? it has been patched on the daily builds, if its stock music then I'm not sure why its getting muffled. I haven't released an update yet as I'm working on v0.9
  22. We'll be replacing those just not yet. They'll come with the final Decoupler sounds well Rocket Sound Enhancement is catchy
  23. that has already been fixed during the daily builds. I'm experimenting on something currently so patch builds has been on hold
  24. Done with the Helicopter Propellers and the Turboshaft Engines I modeled the R7000 Turboshaft Engine on a Blackhawk and Huey Sounds while the R121 Turboshaft is modeled on something like the Bell 505 (if at full RPM). The Sound Samples are synthesized so no real recordings are used. All helicopter propellers can support up to 8 blades beyond that it will try to simulate up to 12 blades by pitching the sound up.
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