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JeanTheDragon

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  1. I had considered doing just that, with the addition of the hum of cockpit fans and avionics. The only problem is that I don't know how to make IVA only noises, that too with "aircraft-specific" command pods like the Mk1 through Mk3 cockpits, given my lack of experience with making plugins and with C# in general. As such, I've looked around the forums for one that I could borrow, but most sound plugins that I found were either outdated or irrelevant. I suppose I could try and update an existing sound plugin, like that of ensou04's DynamicSFX or ShipEffects, and combine it with parts of PizzaOverhead's Atmospheric Sound Enhancement mod, but I'm not sure how long that may take. Thanks for the feedback!
  2. Done! My apologies for not having it posted in the first place; OBS has been acting up on me recently, and it took some trial-and-error on the recording settings to finally get it to record clips properly, hence the delay.
  3. Simply put, JetSounds is a sound replacement patch that works in conjunction with Sarbian's ModuleManager to replace stock jet engine sounds with that of their real life counterparts. This mod includes custom-made startup, shutdown, idle, and running sound effects for each engine. List of New Sounds: J-20 "Juno" > Garrett TFE731 J-33 "Wheesley" > CFM International CFM56 J-90 "Goliath" > General Electric GE90 J-404 "Panther" > General Electric GE404 J-X4 "Whiplash" > Rolls Royce Olympus R.A.P.I.E.R > W.I.P Demo: Installation: Simply extract the GameData folder into your KSP_win or KSP_osx folder and overwrite the files as necessary. Download: SpaceDock Known Issues: I'm still working on grabbing soundfiles for the R.A.P.I.E.R. engine, so it currently remains unchanged. Startup and Shutdown sound effects are a bit wonky in terms of volume. Switching modes on the J-404 "Panther" causes startup and shutdown sound effects to play. Not sure how I'll fix this yet, but I'll fix it eventually! Engine spool times are somewhat faster than before. This was done on purpose because it's more realistic, and it certainly sounds better. Smoke trails are absent. This was a result of the somewhat rough code I used in the soundconfigs, and was unintentional. I plan on adding them back once I smooth out the code. Usage with particle-replacement mods like RealPlume causes the sounds and/or effects to break. I'm trying to resolve this ASAP. Making this work with 1.2+ Future Plans: Add sounds to the R.A.P.I.E.R. Streamline Patch Code IVA Sounds? (May take a while; I might make a separate mod for this one) Incorporate Sound Plugins, like Firespitter and the like Work on sounds for other mods? Changelog: License: This mod is licensed under the Creative Commons Attribution-NonCommercial 4.0 International licence. This being my first mod, any feedback would be greatly appreciated. Let me know what you think so I can improve upon it!
  4. UPDATE: After a few hours of trial-and-error with my ModuleManager patch, I've finally solved my problem with the Startup and Shutdown Sound Effects. APPARENTLY, the fix was simple enough that all I needed to do was delete the "volume = 2.0" tag under the "engage" and "disengage" code in the ModuleManager patch. My guess on this issue is that editing the volume values specifically for the "engage" and "disengage" modules to a value above 1.0 tends to break the soundfiles entirely. Who would've thought? Anyways, thank you very much for your help in narrowing down my possible problem options, Spanner. I greatly appreciate it.
  5. I doubt the length of the soundfile affects whether it can be played ingame or not, because I've seen other mods use sound clips up to about 30 seconds long for startup and shutdown sound effects (a great example of which is the new Kerbal Rotor Expansion mod and its sound effects), and my longest sound clip is just about 26 seconds long. Regardless, I've tried compressing each of them down to around 10 seconds in length, and then even further down to about 5 seconds, but neither of these worked ingame. I added the "sound_" prefix to both my startup and shutdown soundfiles, and subsequently updated their names in the patch config, but that didn't work either. It's not the spool-up or spool-down effects I'm after, since they are heard when the engine is throttled when currently running. I'm specifically trying to implement replacement sounds for engine startups and shutdowns: the "engage" and "disengage" categories respectively.
  6. I'm trying to create a sound mod for KSP, aptly named JetSounds, which replaces stock jet engine sounds with that of some real-life counterparts. In addition, I'm trying learn the ropes of creating a proper ModuleManager patch while I'm at it. I've created custom soundfiles for my mod in Audacity, exported them as .wav files, and placed them into my JetSounds folder in GameData. The folder arrangement looks like this: GameData/JetSounds/Sounds/(soundfiles). Afterwards, I threw together a quick ModuleManager patch to integrate these soundfiles ingame. So far, I've only worked on the J-X4 "Whiplash" engine. Here's the code for my patch: //J-X4 "Whiplash" Sound Rework Patch for "JetSounds" @PART[turboFanEngine]:NEEDS[JetSounds] { @EFFECTS { @running_thrust { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Running_High volume = 0.0 0.0 volume = 0.3 0.2 volume = 0.5 0.4 volume = 0.7 0.9 volume = 1.0 1.1 pitch = 0.0 0.8 pitch = 1.0 1.4 loop = true } } @running_turbine { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Running_Low volume = 0.0 0.7 volume = 0.5 1.0 volume = 0.7 0.7 //Point at which the afterburner crackle starts to set in. volume = 0.8 0.3 volume = 1.0 0.2 pitch = 0.0 0.8 pitch = 0.05 0.8 pitch = 1.0 1.2 loop = true } } @engage { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Startup volume = 2.0 pitch = 2.0 } } @disengage { @AUDIO { clip = JetSounds/Sounds/RR_Olympus_Shutdown volume = 2.0 pitch = 2.0 } } } } My problem is that the new soundfiles for "running_turbine" and "running_thrust" are clearly audible ingame, yet the soundfiles for "engage" and "disengage" won't play. It's not that they're too quiet to hear ingame: I've tried turning up their respective volumes, both in Audacity and in the patch above, but to no avail. I'd also like to mention that I'm using vanilla KSP, aside from ModuleManager and my JetSounds mod. What can I do to fix this? Am I doing something wrong with the arrangement of folders in JetSounds, or is there a flaw in my patch? Any help would be greatly appreciated.
  7. Hey Hooj, Do take as much time as you need, but is it possible for you give us a loose ETA as to when the new release for this mod will roll on in? KSP, for me, just hasn't been the same without it!
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