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Found 17 results

  1. [1.3.1] Sonic Realism

    Modifies the in-flight sound to be more realistic: Makes the amplitude what an actual comoving listener would hear at the position of the camera — if the craft is supersonic, you will not hear any sound outside the shock cone, and will hear louder close to the shock Mutes the sound by atmospheric density — the thinner the air, the quieter the sound Has no effect in IVA mode I was using Atmospheric Sound Enhancement, but it not works with latest KSP, ergo Sonic Realism. Code Download MIT License To use, copy SonicRealism.dll somewhere into your GameData directory (for example: GameData/SonicRealism). Cheers!
  2. My animation plugin development has reached another phase : adding sound effect support to animations. More precisely, is sound fx really needed in KSP plugin ? Is absence of it a minor annoyance or game-immersion-breaking bug ? Note that my plugin is intended for animating various parts that are (at least for now) used as structural or aerodynamics parts (resource capacity/usage support may be added later, its on a backburner for now). Also note that due to nature of my plugin, i can't use normal EFFECTS node setup for audio.
  3. I need sound files for my part / plugin - and i couldn't find links in this forum i had found before. Any help ? Specifically, i'm looking for sounds of hydraulics (i had some luck finding a few promising sources) and a heavy door slamming sounds (as clean as possible from any echoes, this is a tough one for me). Some sci-fi versions are also welcome. I need them for sound of hydraulics driving a large metallic gate or door (that has a single rumbling thump). Also, if anyone has info on sound creation - used software, education and similar - i'd be thankful.
  4. Disable staging sound?

    Is it possible to disable the staging sound?
  5. Hi, since today I have no sound on useing the stock jetpack. Did not change anything in mods or game?!
  6. I play the game with sound from my speakers usually. One day, I decided to use my headphones (logitech G35) for a bit. While the game was open, I switched back to my speakers, but that didn't work. This usually means you just have to relaunch the game. But that didn't work. When I have my speakers as my default audio device, KSP refuses to make any sound whatsoever. It is not muted in the volume mixer, but it does appear there. The crazy part is, the audio DOES work on my headphones (when I have those selected as audio device). So, in short: KSP plays no sound when speakers are default audio devices, but the sound works fine when using my headphones. I tried resetting setting, re-installing the game (to a different directory) and rebooting multiple times. I am at a loss. What can I do to solve this?
  7. Is there a mod that disables music and sounds in space? (not in: Tracking Station, at KSC or at Main Menu). Please help.
  8. 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!
  9. So I like to make videos of my builds in the VAB. Quite often I'll speed up the video, but all the miscellaneous noise in the background doesn't sound too great sped up. I tried adjusting all the sound options to turn them off, but couldn't find anything short of turning off the master volume (which I don't want to do since I like the audio feedback when selecting and connecting parts). Is there an option to adjust this?
  10. Hi everyone, I am wondering how to add custom sounds to parts you have created. so far I have only been able to find some outdated information on the WIKI, and employing this doesn't seem to be working. Any help or link to recent tutorials would be great. Thanks everyone.
  11. Sound Supression Water System?

    Hi, I'm just wondering if there was/if anyone was working on a SSWS? Thanks
  12. *click* Is-is this the right place to ask "is there a mod like X"? Either that, or treat is as an idea for one. Is there a mod, that inputs into the game, a planetary ambient echo, while in close orbit or aiming antenna at a planet? Something like the video below.
  13. Adds the sound of water gently lapping at the sides of your craft when splashed down, as well as underwater sound effects. Downloads CurseForge | SpaceDock | GitHub | Kerbal Stuff | MediaFire Download packages, art and sound assets, binaries and libraries licensed All Rights Reserved. Source included, also available on github, licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log v2.3 (2016-10-24) Rebuilt for KSP 1.2. v2.2 (2016-07-29) Fixed deployment issue. v2.1 (2016-06-30) Fixed dive and surface sounds playing on loading a vessel. Fixed underwater ambience continuing to play when the game is paused. v2.0 (2016-06-25) Fixed 1.1 compatibility issue. Added underwater sound effects. Added sounds for entering and exiting water. Added KSP-AVC support . v1.2 (2015-11-17) Fixed 1.0.5 compatibility issue. v1.1 (2015-05-19) Improved sound effect looping. v1.0 (2015-05-19) Initial release.
  14. Collision FX Add some drama to your rough landings! Collision FX adds sparks and dust, with sound and lighting effects when you collide or scrape your craft. Landing gear also has a rubbery screech on contacting the ground. Click for full album Downloads CurseForge | GitHub Requires Module Manager Download packages, binaries and libraries licensed All Rights Reserved. Sounds assets used under licence individually, see Readme for details. Source included, project also available on GitHub licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Planned features Smoke alongside the sparks and with tyre screeching. Multiple sound effects. Different effects for different surfaces. Scraping speed controlled via crossfading different sounds rather than changing tempo. Steam when hot parts contact water. Fragments breaking off when parts are being damaged by reentry heat. Shrapnel when colliding in a vacuum. Change log v4.0 (2017-03-09) Rebuilt for KSP 1.2.2. Improved collision handling for wheels. Updated biome configuration for new biomes. v3.3 (2015-11-04) Added biome-specific dust effects. Fixed bug with light intensity being much higher than intended. Lowered light intensity and made it cfg adjustable. Added a new sound. v3.2 (2015-05-14) Fixed KF regression in previous release. Landing gear now generate dust effects. v3.1 (2015-05-13) Fixed spark sounds not stopping. v3.0.2 (2015-05-07) Support for Adjustable Landing Gear v1.1.0. Support for Kerbal Foundries v1.8G. Updated to Module Manager 2.6.3. v3.0.1 (2015-04-30) Fixed wheels causing sparks. v3.0 (2015-04-30) Rebuilt for KSP 1.00 Fixed EVA kerbals causing sparks. Added collision sound for EVA kerbals. Updated to Module Manager 2.6.2. v2.2 (2015-01-14) Added different effects for different biomes around Kerbin. Now includes module manager. v2.1 (2014-12-18) Rebuilt for KSP 0.90. Modified collision detection. Added Gaalidas' fix for Kerbal Foundries parts. v2.0 (2014-12-02) Fixed wheel, repulsor and track parts from Modular Multiwheels and Kerbal Foundries showing sparks. Improved collision detection. Fixed stuck lights and sounds. v1.2 (2014-12-02) Disabled effects for EVA kerbals and Kerbal Foundries wheels and tracks. v1.1 (2014-11-29) Fixed issues with wheels producing sparks in some cases. Disabled effects for Firespitter wheels as they have their own effects. v1.0 (2014-11-29) Initial release.
  15. Another piece of the Sound Overhal Project, this mod adds sounds effects to the stock motorised rover wheels, varying by their speed. It requires ModuleManager to be installed. Downloads CurseForge | GitHub | Kerbal Stuff | MediaFire Source included, project also available on github, licenced under GPL v2. Binaries licensed All Rights Reserved. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log v2.3 (2016-10-24) Rebuilt for KSP 1.2. Fixed skid sounds not being disabled at 0 volume. Added github release downloads. v2.2 (2016-04-16) Fixed error log spam with wheels disabled due to clipping. Adjusted volume and pitch settings. Added configuration options for pitch. v2.1 (2016-04-15) Added sound effects for skidding and wheel damage. v2.0 (2016-04-15) Updated to work with KSP 1.1's new wheel system. v1.3 (2015-11-10) Added soundInVacuum cfg option to mute wheel sounds when in vacuum. Now compatible with parts modules which inherit from ModuleWheel. Removed Module Manager. Install this separately. v1.2 (2014-10-10) Rebuilt for 0.24.x. Upgraded to Module Manager 2.5.1. v1.1 (2014-09-25) Fixed an issue with the Add-on Version Checker. Fixed null reference exception. Added Module Manager licence. Upgraded to Module Manager 2.3.5. Added support for the KSP Add-on Version Checker. v1.0 (2014-06-07) Added sounds for all four stock rover wheels. Removed landing gear lowering sound. This will be added in a separate mod. v0.5 (2014-03-25) Fixed the sounds not being affected by the game's volume settings. v0.4 (2014-01-11) Added a prototype of sounds for raising and lowering landing gear. This can be disabled by removing the gear section in ModuleManager_WheelSounds.cfg or by deleting the sound. v0.3 (2014-01-07) Added sounds to the largest rover wheel, the RoveMax XL3.
  16. Tired of your monopropellant rockets being left out in the sound department? This adds a sound effect when firing RCS engines, varying in pitch and intensity with monopropellant usage. It can be useful to tell just how much SAS is burning through your reserves without even a glance. The sound file can be changed in the cfg file. Download from CurseForge Download from SpaceDock Source included, project also available on github, licenced under GPL v2. ModuleManager is required for this mod to work. Download it here. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Thrusters light up any area they hit. Planned features Sounds for the EVA jetpack. Change log v5.2 (2017-06-12) Fixed crash on hovering the mouse over RCS parts. v5.1 (2017-05-31) Updated for KSP 1.3. Added partial support for the new ModuleRCSFX thrusters. v5.0 (2016-04-13) KSP 1.1 (pre-release build 1183) support. Fixed issues with effects not being loaded correctly. Added more detailed documentation on options. Fixed typo in error message. v4.4 (2015-09-22) Added changes by FreeThinker providing support for RCSFX and other derrivatives of ModuleRCS. Included a cold gas RCS thruster sound as an alternative. Removed Module Manager. This should be installed separately. v4.3 (2015-02-01) Fixed errors with light effects disabled. Support for KSP 0.90. Upgraded to Module Manager 2.509. v4.2 (2014-10-10) Support for 0.25. Upgraded to Module Manager 2.3.5. v4.1b (2014-09-25) Upgraded to Module Manager 2.3.5. Added Module Manager licence. v4.1a (2014-08-06) Corrected zip folder structure. Added support for the KSP Add-on Version Checker v4.1 (2014-07-29) 0.24.x support. Updated to ModuleManager 2.2.0. v4.0 (2014-04-04) Fixed internalRcsSoundsOnly not working correctly. Rebuilt for the ARM pack (KSP 0.23.5). Updated to ModuleManager 2.0.1. v3.2 (2014-03-09) Fixed light effects not being disabled when the thruster runs out of fuel (thanks to BigNose for the bug report). Removed old sound file. v3.1 (2014-01-19) Fixed debug text appearing in the output log (thanks to Tabakhase for the bug report). v3.0 (2014-01-15) Removes dependencies on a hard coded resource name and the replacement of ModuleRCS for better support of mods which change the resource system such as Real Fuels. v2.0 (2014-01-10) Added improved sounds by Daishi. Added shutoff sound. Added light to the RCS effects (thanks to taniwha for providing some pointers on this). Upgraded to ModuleManager 1.5.6. Fixed sounds continuing to be played on pause. Fixed multiple simultaneous RCS firings resonating together. Fixed sounds continuing to play quietly while idle with SAS and RCS enabled. Fixed .NET target version. v1.1 Added support for KSP 0.22. Should work with any future 0.22 patches also. Now using ialdabaoth's ModuleManager and sarbian's ModuleManager Extension. This means that you no longer need to edit part.cfgs to add RCS sounds to parts, stock or modded (assuming they use ModuleRCS). Thanks to mwlue for help with setting this up. Added the option to only hear RCS sounds in internal views. Added the option to make the volume fade off at low thrust values. Fixed sound path issue (paths shouldn't be wrapped in quotation marks). v1.0 (2013-10-15) Initial release.
  17. [0.21 - 1.0.5] Audio Muffler

    This is a small plugin with a singular purpose: as the air around your ship gets less and less dense, your audio is muffled, until it's nothing more than a deep bass rumble. There's a config file included with the plugin - currently used to toggle its functionality on and off, and to activate debug mode (which spits out a bunch of info to the console as it does its thing). Known issues: ALL audio is muffled, not a thing I can do about that. Unity's audio system is currently unfortunately quite limited. Also, if your audio system has poor bass response, you won't be able to hear much of anything when it's muffled. Note, Jan 31 '16: With Unity 5 and its new audio system on the way it might become possible to be more selective about what muffler mutes, but this all depends on how Squad has laid the audio out internally. But I don't think I'll be the one to do this. If 1.1 turns out to be the update that finally kills Muffler, I think I'll pass the torch to anyone else who wants it. Download from SpaceDock Download Source Licensed under CC-BY http://creativecommons.org/licenses/by/4.0/ Please let me know of any problems you find, and I'll do what I can.