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bullettMAGNETT

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Everything posted by bullettMAGNETT

  1. Hey raptor , i did with some test sound to check how much the audio is detuned, check this out! the actual sounds with low thrust have down pitched and middle have the normal pitch and a full they get overpitched. I did the dis because when i was working on the first sounds i noticed they did quite sound the same lol, and it does affect the other sounds associated with ( engage, disengage and flameout). On the other hand i tested your plugin and the pitch works different than of ksp, at full thrusts it preserves the original pitch. Ill upload a video!
  2. Hey Raptor, i tested your mod with my sounds, its working so far, it will certainly make my life easier the file size smaller and is just what i was looking for! if you read my thread you'll noticed that i posted several times for a plugin like yours! many thanks! ill be looking forward for updates! Hey pizzaoverhead, ill keep working on the sounds i guess you guys are doing and amazing work with the plugin! ive already had some antenna sounds made for my mod, but i failed in my attempt to build a .dll one thing i been wondering is there a way to limit the max sound pitch that ksp uses on engines? Because its a pain with some rocket sounds, ive end up rendering some test sounds with lover pitch to compensate lol
  3. Hey Raptor, ill give it a test drive to see if i can integrate it to my SoundMod, i guess you already know im working on new sounds but i need a plugin to ease up the installation. so your plugin might just be what i need ll lett you know how it works! thanks and keep up the sweet work mate! until next time http://forum.kerbalspaceprogram.com/threads/53800-WIP-BMAD-Acoustic-Replacement-Mod tested and working! this certainly will make my life alot easier for testing the sounds and replacing them!
  4. hey Pizzaoverhead, i'm working on a sound mod check out my thread, its basically a complete replacement for all the engines and some mechanical sounds that can be replaced, i was planning on adding sounds to parts that don't have it too but haven got any support on that matter. http://forum.kerbalspaceprogram.com/threads/53800-Little-help-%29-Sound-MOD here is a preliminary test , enjoy ;D and support if u like
  5. thanks guys for all the support, just a lil update, I've been very busy with a job that is taking longer than expected that's why i haven't been able to continue working and updating some juice teasers lol. but as soon as that is done i'm back in the game
  6. Yeah! i'm trying to make the SRB sound very powerful but im keeping in mind that all the sounds should work well together too, or else it'll go above 0db and sound all distorted . i know the ksp has a normalizer but not always works on on the other hand im watching the video that popping sound the engines make its proving to be a challenge to replicate, as far i've read seems to be the sound made by the energy of the exhaust breaking the sound barrier. but ill nail it soon enough hehe On other news about the mod when version 1.0 is released ill use the feedback to update and fine tune the sounds
  7. hey jokamo, thanks for the support!! Im making all my sounds from scratch! it will make them sound more seamless and less loopy, btw the Solid Rocket Booster sounds are proving to be a interesting challenge to replicate hehe Stay tuned!
  8. hey blaylock! i will as soon i finish this small design job that came up
  9. All that code is inside the source in c# right? ill give it a shot later today thanks for the tip ! ill let you know if i get to do it lol ( succesfully) im basically trying to do a plugin blindfolded lol i got very below basic understanding about coding but i like the challange w00t! BTW the project is going good, no sounds yet havent rendered any more, all are inside the DAW, i reorganized the placemente there so its taking bit more time, but it will make my life easier to finish building the sounds at the end. Rocket sounds are 70% done , started with Jet Sounds and they are sounding quite good!
  10. yes, thats not the problem, i can get the sounds working all right with the stock parts, and actually that thread helped me out to get started back when i posted. but thanks Im more looking for a way to write a plugin to redirect the sounds to the stock parts.
  11. So i managed to do something with the source file from the rcs mod lol but it wasn't crazy rockets in flames >_< lol
  12. thats one of the mods i was trying to adapt to my sounds, using the source file to maybe use it for all of them without replacing all of the default game data parts, but haven't had no success yet. that would be ideal because : well ill just need 1 folder with sounds and one CFG with the right directions to replace all the parts sounds without even touching the original folders. ( so if anyone knows how to, help me out! )
  13. I agree blaylock & BFGfreak, its going to be a massive plugin with all the parts copied to my mod folder lol guess its the only way for now. Bit of news, the sound part its going very good. still got bunch of work left, basically most engines will have a slightly different sound depending on the category or size. ie. NUCLEAR / LIQUID / SOLID / ION / RCS(?) And redoing the other sounds too ie. DECOUPLER/CLAMPS etc.
  14. i believe the sound might have to be between a humm and something else and thanks for reminding me! ill keep it in mind! I got so burn out yesterday, i started trying to figure out how to use ModuleManager to maybe just maybe help me speed up the sound for other items lol but no luck, the sound was removed but not replaced by my sound, the i got another plugin (RCSsounds mod) tried understanding the source maybe it was easy lol no way with no Coding experience its pretty much impossible! im doing some c# research to see if i can dig in again with better success!
  15. hey i had that mod back when i got ksp , but from seeing videos on how the actual ion engine works i doubt they just made a hum noise
  16. just a quick question, how could i add sounds with module manager to parts? no coding experience so im trying to figure it out. btw how are called this codes ( sound_mysound = activate ) ( =engage) and is there a place to find the rest of them?
  17. Im looking into making a plugin, but im no coder so if anyone interested in helping make a simple plugin add more sounds it would be amazing, if not then ill have to make my own somehow lol because im making sounds for other parts Comunications, science, wheels etc
  18. breakthrough on the Solid Booster sounds , finally sounding more like the real thing, and combined with the other rocket sounds are sounding interesting. i noticed that KSP detunes the Sounds from 0% trust to 100% , want to check how that affects to some sounds, booster tough got 100% power so i think they don't get detuned. im working on ion engines, but i havent found single referece from them nor from nuclear lol, the only nuclear test engine video had no sound :S
  19. i tought about using notkeh sample, but i already created my own, sounds powerful, pretty much like the nasa sound. I might do a composite to compensate if the synthed don't cut it
  20. yeah pretty much, i'm using flstudio but working with a synth i bought. been making music for a couple of years so i decided to try some sfx creation
  21. hey BFGfreak! I'm making them from scratch, the main engine sound is synthesized, as well as the other engine sounds im working on, the future decoupler, and other sounds are composites of recordings of things and synth sounds. I'll be releasing the sounds as a mod when i finish all the sounds BTW If anyone can help me get to add sounds(plugin ) to other parts that don't have sounds would be amazing! :D:D:D:D:D
  22. Hey do you by any chance got a list of the actions for the sounds (ie. = engage =flameout ... etc) video should be working now :D :D
  23. beautiful nothke! im trying to recreate that rambling and crackling with my synths, the video showed a bit of that but youtube is being a jerk lol Im working on 7 sound sets for rockets BIG / MED / SMALL / tiny / Nuclear / ION / Solid Boosters / The video shows the LVT30 So rambling/crackling should not be that MASSIVE but the deep bass sound is there Plus the Engage/ disengage / Flameout and decoupler sounds. After that when i figure how to add some sounds to other parts i got a couple of sounds ready to be applied too
  24. hey nothke! yeah when faark posted the links i made it work with the engines, it's just tedious because you got to make a folder for every part with the sound and change the CFG to your sounds. But at least thats one thing, but i've been trying to change other sounds or ADD sounds to other items that don't have sound lol, i made the sound work with the parts but they just autoplay from the start, because i don't have the any sort of info on the sound groups ( ie. = engage ) . Writing a plugin well i'm no coder so its going to be a learning experience lol but probably easier in the end lol (or not) Well at least we got new engines working hehe my sounds are .wav and they work too. its just that the structure is pretty strict now Check this out New Rocket Sound ( More rumble and that sparky sound that you hear from the NASA launches) (moving bass + 2 oscillators generating white noise and pink noise with diff settings and 3 layers of filters to spice things up ) New Flameout Sound ( composite of white noise and a couple mechanical samples) New Engage Sound ( Almost the same as Flameout but diff timings and sounds) (UPDATE: VIDEO NOW WORKING ) Youtube seems to be having trouble updating the video, if its says unavailable , wait a bit just uploaded it but its taking longer than expected
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