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[1.1.3] JetSounds: Jet Sound Replacement Mod [Updated 8/21/16]


JeanTheDragon

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6 hours ago, Scientia1423 said:

I'd like that, considering how nostalgic to me hearing the humming of the engines inside the plane. Is there going to be white noise on the plane like in this video? https://www.youtube.com/watch?v=eTm0zqlQ0Ls

 

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 As such, I've looked around the forums for one that I could borrow, but most sound plugins that I found were either outdated or irrelevant.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!

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26 minutes ago, JeanTheDragon said:

 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.

If you could accomplish that, you would be my hero 

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You should add 

:FINAL

at the first line of the patches otherwise the configs get overwritten by Real Plume or any mod that change the configs for the effects

 

should look like this for eg

@PART[turboJet]:NEEDS[JetSounds]:FINAL

that way it's the last patch applied by MM and thus overwrite any other

Edited by Falco01
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After doing some testing I noticed an other problem with this mod

For the afterburner, when you have real plume despite the :final tweak, the sound still doesn't work

The only solution I found was to change the names of the effects the mod replace in the cfg, I didn't had the time to post sooner due to exams

 

Here is the change I made

@EFFECTS
    {

    <non afterburner effects>

    @Turbojet-Spool //change here
        {
            @AUDIO
            {
                @clip = JetSounds/Sounds/GE404_Afterburner_Low
                volume = 0.0 0.0
                volume = 0.05 1.0
                volume = 0.3 1.0
                volume = 0.4 1.0
                volume = 0.5 1.0 //Point at which the afterburner crackle starts to set in.
                volume = 0.7 0.8
                volume = 0.8 0.7
                volume = 1.0 0.6
                pitch = 0.0 1.0
                pitch = 0.05 1.0
                pitch = 1.0 1.5
            }
        }
        @Turbojet //and here
        {
            @AUDIO
            {
                @clip = JetSounds/Sounds/GE404_Afterburner_High
                volume = 0.0 0.0
                volume = 0.05 0.2
                volume = 0.3 0.4
                volume = 0.5 0.9
                volume = 0.7 1.0
                volume = 1.0 1.0
                pitch = 0.0 0.8
                pitch = 0.5 0.8
                pitch = 1.0 0.8
            }
        }

        <the rest>

Maybe there is a way to make it so when you have real plume that an other cfg write this instead of your original one, I didn't delved in deeper because of my exams (and 'cause that's all the fun of modding :P )

Also due to crappy internet I could't test the latest version, maybe you fixed it already, in that case, sorry for bothering

Have fun ^_^

Edited by Falco01
pressed tab and sent by mistake
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I can't seem to get this mod to work on Windows. I've made sure to put it into Gamedata with the right structure by making a new Jetsounds folder and dumping everything but module manager in there but I still can't get it to work. Is there anything I did wrong? 

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On 9/1/2016 at 11:38 PM, Lolm333 said:

I can't seem to get this mod to work on Windows. I've made sure to put it into Gamedata with the right structure by making a new Jetsounds folder and dumping everything but module manager in there but I still can't get it to work. Is there anything I did wrong? 

You have to name the folder JetSound and not Jetsound otherwise the path in the cfg for the sound effect is wrong

To be sure, open one of the patches and look for something like  JetSounds/Sounds/GE90_Startup it is the path that the game  will use to find the sound, if you name your folder Jetsound instead of JetSound it won't find it

 

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On 9/3/2016 at 6:10 AM, Falco01 said:

You have to name the folder JetSound and not Jetsound otherwise the path in the cfg for the sound effect is wrong

To be sure, open one of the patches and look for something like  JetSounds/Sounds/GE90_Startup it is the path that the game  will use to find the sound, if you name your folder Jetsound instead of JetSound it won't find it

 

That seems to have fixed it. Thanks!

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  • 2 weeks later...

I found one MAJOR bug to this mod.

As I installed it correctly, I think I may have figured out the problem some people having with mod.

The .CFG file the tell the game were to load the files from is broken. It is tring to load the sound path JetSounds/Sounds/[Sound], When the physical path is actually Gamedata/Sounds/[Sound]

I fixed this by adding a new file to my GameData, naming it JetSounds. (Caps are important!) and simply moving the two files, (Sounds, Patches) inside that folder. then the mod worked perfectly. please consider this bug, as it may be the problem most people are having. Thanks

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  • 5 weeks later...
  • 2 weeks later...

Would love to see this fantastic mod updated! As someone who loves to design and fly spaceplanes this mod is a must have. 90% of the time my designs make use of the rapier however, and since there were rapier sounds in the latest version but no configuration file, I have been working on making the sounds work with the rapier motor. Thus far I have had success in getting the "running" and "thrust" sounds to work in-game, but not the startup and shutdown. There is also something wrong with my code in that the particle effects for the engine are always fully engaged... regardless of the engine actually being activated and running. If any code monkeys could help me problem solve this issue I'd be happy to receive help seeing as... well... "Dammit, Jim I'm a sound engineer not a coder!"

Code I am trying to get working is in the spoiler box below:

Spoiler

//CR-7 "R.A.P.I.E.R."
@PART[RAPIER]:NEEDS[JetSounds]:FINAL
{
    @MODULE,1
    {
        @engageEffectName = engage_new
        @disengageEffectName = disengage_new
        @powerEffectName = power_open_new
        @spoolEffectName = running_turbine_new
        engineAccelerationSpeed = 0.5
        engineDeccelerationSpeed = 0.5
    }
    @MODULE,2
    {
        @runningEffectName = running_closed_new
    }
    @EFFECTS
    {
        !engage {}
        !disengage {}
        !power_AirBreathing {}
        !running_turbine {}
        !power_ClosedCycle {}

        %engage_new
        {
            %AUDIO
            {
                channel = Ship
                clip = JetSounds/Sounds/RAPIER_Startup
                pitch = 1.0
                volume = 1.0
                loop = false
            }
        }
        %disengage_new
        {
            %AUDIO
            {
                channel = Ship
                clip = JetSounds/Sounds/RAPIER_Shutdown
                pitch = 1.0
                volume = 1.0
                loop = false
            }
        }
        %power_open_new
        {
            %AUDIO
            {
                channel = Ship
                clip = JetSounds/Sounds/RAPIER_Fan_High
                volume = 0.0 0.0
                volume = 0.05 0.0
                volume = 1.0 1.0
                pitch = 0.0 0.2
                pitch = 1.0 1.0
                loop = true
            }
            %MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/shockExhaust_red_small
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.5
                speed = 1.0 1.2
            }
        }
        %running_turbine_new
        {
            %AUDIO
            {
                channel = Ship
                clip = JetSounds/Sounds/RAPIER_Fan_Low
                volume = 0.0 0.0
                volume = 0.05 0.6
                volume = 1.0 1.0
                pitch = 0.0 0.7
                pitch = 1.0 1.4
                loop = true
            }
            %PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_aeroSpike
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
            }
        }
        %running_closed_new
        {
            %AUDIO
            {
                channel = Ship
                clip = JetSounds/Sounds/RAPIER_Rocket_High
                volume = 0.0 0.0
                volume = 1.0 1.0
                pitch = 0.0 0.2
                pitch = 1.0 1.0
                loop = true
            }
            %PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_aeroSpike
                transformName = smokePoint
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
            }
            %MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/shockExhaust_blue_small
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.25
                emission = 1.0 1.25
                speed = 0.0 0.5
                speed = 1.0 1.2
            }
        }
    }
}

 

 

Edited by Justicier
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