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Everything posted by ensou04
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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.
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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?
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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
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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.
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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.
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yeah the filter has a relatively shallow Q so putting down to 0 hz wont silence it.
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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.
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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.
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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: less popping/crackling, more low end rumble, Atmo: a lot of popping and crackling Thrust Power as a reference for its Relative Loudness with other engines. The Main References are the Mainsail and the Masterdon for Boost Stage/Atmospheric Use, Poodle and Rhino for Vacuum Use. The sound file names does not mean the "weight" of the engine. Its means How Dirty the sound is, Heavy means Heavy Popping/Crackling, coincidentally it sounds "massive" too. Light means minimal crackling, higher in pitch but if pitched down can be used for Vacuum Engines if you want to. eg: FuelType_DirtyAmount_Power.wav = Liquid_VeryHeavy_High.wav its really up to you what you think sounds best for the engine you're applying my sounds on, all you have to take into account is the relative loudness of it compared to the other engines. What I did was I stared at each Engine, Look at its specs (isp, thrust power) and Categorized them under "Weight" and of course Fuel Type. then I applied the sounds then I tweaked them from there. a dedicated Settings page is really low on the priority list right now because the actual Sound Engine itself is still pretty much a WIP. Besides that I don't have the knowledge yet when it comes to serialization via a Dedicated Settings Window. I could have just done a .cfg file but that will really slow down dev time as I have to reload the game every time I change something in the settings. No need to change it, I can handle blacklisting on RSE which should make it easier to make other sound related mods compatible with RSE's built in Effects.
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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.
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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
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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.
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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 patch for now, if anyone else wants to add some more compat patches lemme know. I'm still currently busy on my work so I cant allocate time for plugin work.
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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.
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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.
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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.
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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 Music. Making RSE solely for Rockets and Space Ships and not be a feature creep. I'll be working on those as soon as I'm done finishing another project on my hands.
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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 are more like: "how distorted and bassy the sound is"
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@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
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Update v0.5.4 Fixed Null spam with Chatterer Download: https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.5.4
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@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.
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@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 try and find a way to deal with it
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have you guys tried removing RSE and see if its not RSE being broken again? just to rule it out
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@Idleness should work just fine.
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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 bug, i didn't get any Null Exceptions until I enabled the "Use per-vessel Settings" on Chatterer. Did you have that enabled? EDIT2: I think i fixed it. gonna be on the next update. but if you can't wait you can grab the current .dll here: https://github.com/ensou04/RocketSoundEnhancement/tree/master/GameData/RocketSoundEnhancement/Plugins
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