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[1.3.0, 1.2.2] Audio Muffler Redux [v2.4] (2017 Jun, 25)

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7 hours ago, Smarti said:

Hey. Doe´s this Mod work with every other Sound FX Mod?

Theoretically there could be inconsistencies with other sound mods depending on what they do and how they do it. Muted BDArmoury's missile guidance sounds were reported and I keep that in mind to fix it one day. If you run into any issues feel free to repot them.

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Posted (edited)

I'm having trouble with my IVA's panel audio being muffled below a certain altitude, where I'm sure the audio sources shouldn't be muffled at all. I'm using IVAs with ASET props, so for example when I have AVAS announce my altitude at intervals, the first few (and last few when landing) call outs are muffled enough to be difficult to make out, yet when I get above a certain altitude the audio clips suddenly become crystal clear.

This also affects the clicks of panel switches, and the sounds of various alarms coming on. Haven't pinned down the cut-off altitude yet, but I might be able to give a guess next time I launch with AVAS on.

Edited by Nerezza

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4 minutes ago, Nerezza said:

I'm having trouble with my IVA's panel audio being muffled below a certain altitude. I'm using IVAs with ASET props, so for example when I have AVAS announce my altitude at intervals, the first few (and last few when landing) call outs are muffled enough to be difficult to make out, yet when I get above a certain altitude the audio clips suddenly become crystal clear.

This also affects the clicks of panel switches, and the sounds of various alarms coming on.

That's weird. Find the following file: \GameData\Audio Muffler Redux\PluginData\Audio Muffler Redux\muffler.cfg and change the debug to true in it.Then reproduce your issues and post the KSPlog.txt file here. Also post the list of mods you are using. What mod with ASET props has issues?

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Unfortunately since the plugin was outputting 300 lines a second it was impossible to reproduce my issue. I did relaunch and just now get the approximate altitude things started working again, thanks to AVAS: the 2-300m call outs are muffled, but the 400 meter and above call outs are loud and clear. During this time, ASET IVA switches also make no noise and alarms are nearly impossible to hear.

I also noticed that the issue doesn't occur while your spacecraft is in contact with the ground somehow, either launch clamps or touchdown. So the problem occurs only while airborne below 350-ish meters.

The ASET IVAs I've had this issue with were the ALCOR advanced IVA, the Mk1-2 ASET IVA mod, and an IVA of my own making in the Mk1 Command Pod (using all ASET parts.)

My mods list is a little long right now (trimming it up a bit this weekend) so I just dumped a CKAN list to copy/paste here:

Spoiler

{
            "name": "AlternateResourcePanel"
        },
        {
            "name": "AnimatedDecouplers"
        },
        {
 >>           "name": "AudioMufflerRedux"
        },
        {
            "name": "BAMCont"
        },
        {
            "name": "BetterBurnTime"
        },
        {
            "name": "CapCom"
        },
        {
 >>           "name": "Chatterer"
        },
        {
            "name": "CoherentContracts"
        },
        {
 >>           "name": "CollisionFX"
        },
        {
            "name": "CommunityTechTree"
        },
        {
            "name": "ConnectedLivingSpace"
        },
        {
            "name": "ContractConfigurator"
        },
        {
            "name": "ContractsWindowPlus"
        },
        {
            "name": "DeadlyReentry"
        },
        {
            "name": "DistantObject"
        },
        {
            "name": "DistantObject-default"
        },
        {
            "name": "DMagicOrbitalScience"
        },
        {
            "name": "DockingPortAlignmentIndicator"
        },
        {
 >>           "name": "DockingPortSoundFX"
        },
        {
            "name": "EasyVesselSwitch"
        },
        {
            "name": "EnvironmentalVisualEnhancements"
        },
        {
            "name": "EnvironmentalVisualEnhancements-HR"
        },
        {
            "name": "xScience"
        },
        {
 >>           "name": "ChattererExtended"
        },
        {
            "name": "SCANsat"
        },
        {
            "name": "MechJeb2"
        },
        {
            "name": "RealChute"
        },
        {
            "name": "ASETAgency"
        },
        {
            "name": "ALCOR"
        },
        {
            "name": "RasterPropMonitor"
        },
        {
            "name": "PlanetShine"
        },
        {
            "name": "ContractRewardModifier"
        },
        {
            "name": "UniversalStorage"
        },
        {
            "name": "KIS"
        },
        {
            "name": "KAS"
        },
        {
            "name": "ModuleManager"
        },
        {
            "name": "RasterPropMonitor-Core"
        },
        {
            "name": "ProgressParser"
        },
        {
            "name": "ContractParser"
        },
        {
            "name": "PlanetShine-Config-Default"
        },
        {
            "name": "CommunityResourcePack"
        },
        {
            "name": "FirespitterCore"
        },
        {
            "name": "IndicatorLights"
        },
        {
            "name": "IndicatorLightsCommunityExtensions"
        },
        {
            "name": "KEI"
        },
        {
            "name": "KerbalAlarmClock"
        },
        {
            "name": "KerbalInventorySystemNoFun"
        },
        {
            "name": "KerbalJointReinforcement"
        },
        {
            "name": "KerbalNRAP"
        },
        {
            "name": "kOS"
        },
        {
            "name": "RemoteTech"
        },
        {
            "name": "RecoveryController"
        },
        {
            "name": "MalemuteRover"
        },
        {
            "name": "USI-FTT"
        },
        {
            "name": "PEBKACIndustriesLaunchEscapeSystem"
        },
        {
            "name": "PersistentRotation"
        },
        {
            "name": "ProceduralParts"
        },
        {
            "name": "UKS"
        },
        {
            "name": "USITools"
        },
        {
            "name": "USI-Core"
        },
        {
            "name": "Konstruction"
        },
        {
            "name": "GroundConstruction-Core"
        },
        {
            "name": "AT-Utils"
        },
        {
            "name": "ConfigurableContainers-Core"
        },
        {
            "name": "FirespitterResourcesConfig"
        },
        {
            "name": "BDAnimationModules"
        },
        {
            "name": "RCSBuildAid"
        },
        {
            "name": "RealPlume"
        },
        {
            "name": "RealPlume-StockConfigs"
        },
        {
            "name": "SafeChute"
        },
        {
            "name": "SDHI-ServiceModuleSystem"
        },
        {
>>            "name": "ShipEffects"
        },
        {
            "name": "ShipManifest"
        },
        {
            "name": "SmokeScreen"
        },
        {
            "name": "SnapDock"
        },
        {
            "name": "StageRecovery"
        },
        {
            "name": "SurfaceExperimentPack"
        },
        {
            "name": "Trajectories"
        },
        {
            "name": "UnmannedBeforeManned"
        },
        {
            "name": "USI-EXP"
        },
        {
            "name": "ALCORIVAPatch"
        },
        {
            "name": "VesselView"
        },
        {
            "name": "VesselView-UI-RasterPropMonitor"
        },
        {
            "name": "SETI-ProbeParts"
        },
        {
            "name": "SDHI-SharedAssets"
        },
        {
            "name": "REPOSoftTech-Agencies"
        },
        {
            "name": "ColorCodedCans"
        },
        {
            "name": "SpaceY-Expanded"
        },
        {
            "name": "SpaceY-Lifters"
        },
        {
            "name": "InterstellarFuelSwitch-Core"
        },
        {
            "name": "SETI-BalanceMod"
        },
        {
            "name": "SETI-RemoteTech"
        },
        {
            "name": "ThrottleControlledAvionics"
        },
        {
            "name": "AutomatedScienceSampler"
        },
        {
            "name": "BackgroundProcessing"
        },
        {
            "name": "ContractConfigurator-FieldResearch"
        },
        {
            "name": "ContractConfigurator-KerbinSpaceStation"
        },
        {
            "name": "ContractConfigurator-Tourism"
        },
        {
            "name": "CrowdSourcedScience"
        },
        {
            "name": "CustomBarnKit"
        },
        {
            "name": "EditorExtensionsRedux"
        },
        {
            "name": "FilterExtensionsDefaultConfig"
        },
        {
            "name": "FinalFrontier"
        },
        {
            "name": "KSPRescuePodFix"
        },
        {
            "name": "LightsOut"
        },
        {
            "name": "SETI-Contracts"
        },
        {
            "name": "SETI-ProbeControlEnabler"
        },
        {
            "name": "SmartActuation"
        },
        {
            "name": "StationScienceContinued"
        },
        {
            "name": "TacFuelBalancer"
        },
        {
            "name": "ASETProps"
        },
        {
            "name": "TweakScale"
        },
        {
            "name": "SETI-RebalanceMaterialsGoo"
        },
        {
            "name": "Strategia"
        },
        {
            "name": "KerboKatzUtilities"
        },
        {
            "name": "FilterExtensions"
        },
        {
            "name": "ASETAvionics"
        },
        {
            "name": "MK12PodIVAReplacementbyASET"
        },
        {
            "name": "MK12PodIVAReplacementbyASET2"
        },
        {
            "name": "Mk1LanderCanIVAReplbyASET"
        }

 

I marked the mods that add SFX with '>>'s.

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I just recognized that the audio signals from KSP Alternate Resource Panel are also muted when helmetOutsideIVA = false

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9 minutes ago, Gordon Dry said:

I just recognized that the audio signals from KSP Alternate Resource Panel are also muted when helmetOutsideIVA = false

Are they muted in external view only and audible on IVA?

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:P The actual craft is unmanned ...

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On 20.05.2017 at 0:07 PM, Nerezza said:

Unfortunately since the plugin was outputting 300 lines a second it was impossible to reproduce my issue. I did relaunch and just now get the approximate altitude things started working again, thanks to AVAS: the 2-300m call outs are muffled, but the 400 meter and above call outs are loud and clear. During this time, ASET IVA switches also make no noise and alarms are nearly impossible to hear.

I also noticed that the issue doesn't occur while your spacecraft is in contact with the ground somehow, either launch clamps or touchdown. So the problem occurs only while airborne below 350-ish meters.

The ASET IVAs I've had this issue with were the ALCOR advanced IVA, the Mk1-2 ASET IVA mod, and an IVA of my own making in the Mk1 Command Pod (using all ASET parts.)

My mods list is a little long right now (trimming it up a bit this weekend) so I just dumped a CKAN list to copy/paste here:

  Reveal hidden contents

{
            "name": "AlternateResourcePanel"
        },
        {
            "name": "AnimatedDecouplers"
        },
        {
 >>           "name": "AudioMufflerRedux"
        },
        {
            "name": "BAMCont"
        },
        {
            "name": "BetterBurnTime"
        },
        {
            "name": "CapCom"
        },
        {
 >>           "name": "Chatterer"
        },
        {
            "name": "CoherentContracts"
        },
        {
 >>           "name": "CollisionFX"
        },
        {
            "name": "CommunityTechTree"
        },
        {
            "name": "ConnectedLivingSpace"
        },
        {
            "name": "ContractConfigurator"
        },
        {
            "name": "ContractsWindowPlus"
        },
        {
            "name": "DeadlyReentry"
        },
        {
            "name": "DistantObject"
        },
        {
            "name": "DistantObject-default"
        },
        {
            "name": "DMagicOrbitalScience"
        },
        {
            "name": "DockingPortAlignmentIndicator"
        },
        {
 >>           "name": "DockingPortSoundFX"
        },
        {
            "name": "EasyVesselSwitch"
        },
        {
            "name": "EnvironmentalVisualEnhancements"
        },
        {
            "name": "EnvironmentalVisualEnhancements-HR"
        },
        {
            "name": "xScience"
        },
        {
 >>           "name": "ChattererExtended"
        },
        {
            "name": "SCANsat"
        },
        {
            "name": "MechJeb2"
        },
        {
            "name": "RealChute"
        },
        {
            "name": "ASETAgency"
        },
        {
            "name": "ALCOR"
        },
        {
            "name": "RasterPropMonitor"
        },
        {
            "name": "PlanetShine"
        },
        {
            "name": "ContractRewardModifier"
        },
        {
            "name": "UniversalStorage"
        },
        {
            "name": "KIS"
        },
        {
            "name": "KAS"
        },
        {
            "name": "ModuleManager"
        },
        {
            "name": "RasterPropMonitor-Core"
        },
        {
            "name": "ProgressParser"
        },
        {
            "name": "ContractParser"
        },
        {
            "name": "PlanetShine-Config-Default"
        },
        {
            "name": "CommunityResourcePack"
        },
        {
            "name": "FirespitterCore"
        },
        {
            "name": "IndicatorLights"
        },
        {
            "name": "IndicatorLightsCommunityExtensions"
        },
        {
            "name": "KEI"
        },
        {
            "name": "KerbalAlarmClock"
        },
        {
            "name": "KerbalInventorySystemNoFun"
        },
        {
            "name": "KerbalJointReinforcement"
        },
        {
            "name": "KerbalNRAP"
        },
        {
            "name": "kOS"
        },
        {
            "name": "RemoteTech"
        },
        {
            "name": "RecoveryController"
        },
        {
            "name": "MalemuteRover"
        },
        {
            "name": "USI-FTT"
        },
        {
            "name": "PEBKACIndustriesLaunchEscapeSystem"
        },
        {
            "name": "PersistentRotation"
        },
        {
            "name": "ProceduralParts"
        },
        {
            "name": "UKS"
        },
        {
            "name": "USITools"
        },
        {
            "name": "USI-Core"
        },
        {
            "name": "Konstruction"
        },
        {
            "name": "GroundConstruction-Core"
        },
        {
            "name": "AT-Utils"
        },
        {
            "name": "ConfigurableContainers-Core"
        },
        {
            "name": "FirespitterResourcesConfig"
        },
        {
            "name": "BDAnimationModules"
        },
        {
            "name": "RCSBuildAid"
        },
        {
            "name": "RealPlume"
        },
        {
            "name": "RealPlume-StockConfigs"
        },
        {
            "name": "SafeChute"
        },
        {
            "name": "SDHI-ServiceModuleSystem"
        },
        {
>>            "name": "ShipEffects"
        },
        {
            "name": "ShipManifest"
        },
        {
            "name": "SmokeScreen"
        },
        {
            "name": "SnapDock"
        },
        {
            "name": "StageRecovery"
        },
        {
            "name": "SurfaceExperimentPack"
        },
        {
            "name": "Trajectories"
        },
        {
            "name": "UnmannedBeforeManned"
        },
        {
            "name": "USI-EXP"
        },
        {
            "name": "ALCORIVAPatch"
        },
        {
            "name": "VesselView"
        },
        {
            "name": "VesselView-UI-RasterPropMonitor"
        },
        {
            "name": "SETI-ProbeParts"
        },
        {
            "name": "SDHI-SharedAssets"
        },
        {
            "name": "REPOSoftTech-Agencies"
        },
        {
            "name": "ColorCodedCans"
        },
        {
            "name": "SpaceY-Expanded"
        },
        {
            "name": "SpaceY-Lifters"
        },
        {
            "name": "InterstellarFuelSwitch-Core"
        },
        {
            "name": "SETI-BalanceMod"
        },
        {
            "name": "SETI-RemoteTech"
        },
        {
            "name": "ThrottleControlledAvionics"
        },
        {
            "name": "AutomatedScienceSampler"
        },
        {
            "name": "BackgroundProcessing"
        },
        {
            "name": "ContractConfigurator-FieldResearch"
        },
        {
            "name": "ContractConfigurator-KerbinSpaceStation"
        },
        {
            "name": "ContractConfigurator-Tourism"
        },
        {
            "name": "CrowdSourcedScience"
        },
        {
            "name": "CustomBarnKit"
        },
        {
            "name": "EditorExtensionsRedux"
        },
        {
            "name": "FilterExtensionsDefaultConfig"
        },
        {
            "name": "FinalFrontier"
        },
        {
            "name": "KSPRescuePodFix"
        },
        {
            "name": "LightsOut"
        },
        {
            "name": "SETI-Contracts"
        },
        {
            "name": "SETI-ProbeControlEnabler"
        },
        {
            "name": "SmartActuation"
        },
        {
            "name": "StationScienceContinued"
        },
        {
            "name": "TacFuelBalancer"
        },
        {
            "name": "ASETProps"
        },
        {
            "name": "TweakScale"
        },
        {
            "name": "SETI-RebalanceMaterialsGoo"
        },
        {
            "name": "Strategia"
        },
        {
            "name": "KerboKatzUtilities"
        },
        {
            "name": "FilterExtensions"
        },
        {
            "name": "ASETAvionics"
        },
        {
            "name": "MK12PodIVAReplacementbyASET"
        },
        {
            "name": "MK12PodIVAReplacementbyASET2"
        },
        {
            "name": "Mk1LanderCanIVAReplbyASET"
        }

 

I marked the mods that add SFX with '>>'s.

Well, I've reproduced that. I've expected issues like that with prop and other on-the-wall sounds. Seems like they appear on outer sides of parts and thus get muffled. Think some additional coding is required to find what causes that.

 

On 20.05.2017 at 4:55 PM, Gordon Dry said:

:P The actual craft is unmanned ...

Obviously, the case of unmanned vessel should be handled differently. I'll take that into consideration. Thanks..

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On 5/22/2017 at 0:05 PM, Ser said:

Well, I've reproduced that. I've expected issues like that with prop and other on-the-wall sounds. Seems like they appear on outer sides of parts and thus get muffled. Think some additional coding is required to find what causes that.

How does the plugin currently differentiate between interior and exterior sounds? Also, is it a bug that any audio muffles just above sea level, or is this by design and just something I don't fully grasp?

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Posted (edited)
9 hours ago, Nerezza said:

How does the plugin currently differentiate between interior and exterior sounds?

The way is the most straightforward: it looks where the sound source is situated relative to the observer's part bounds. Exception is made for sounds that originate from [0,0,0] coordinates as they are supposed to be played "in helmet".

9 hours ago, Nerezza said:

Also, is it a bug that any audio muffles just above sea level, or is this by design and just something I don't fully grasp?

What do you mean? Actually there is some altitude gap to start muffling. And, of course, the sounds that are outside the observer's part, i.e. behind a wall, are muffled regardless altitude (pressure, to be exact).

I think the simplest solution might be to introduce sound exceptions so people could directly assign them as "helmet" (never muffled) or "ambient" (always treated as outside) regardless of actual position. But it seems that now props get muffled depending on vessel layout (when I add a taller engine it changes), so there's a possibility that there is an error in calculation of bounds. So I need to do some coding to visualize the positions of prop sound sources and see what happens first.

Edited by Ser

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it work on my install of ksp 1.3 c:

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4 hours ago, Falco01 said:

it work on my install of ksp 1.3 c:

No issues at all, compared to the previous comments?

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On 6/10/2017 at 0:05 AM, Draconomial said:

No issues at all, compared to the previous comments?

No, rather the mod work as is in 1.3, ofc the same issues are there

also the sound of propellers from airplane plus isn't always muffled there is also the problem with the alarms from aset props which get muffled in iva and i can't hear the sound of iva alarms in external view despite tweaking the cfg

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Posted (edited)

Version 2.4 is out

Changes:

  • Added special handling for unmanned vessels: added helmetForUnmanned config setting that enables you, as a remote operator,to hear beeps and alarms of an unmanned vessel even from outside view
  • Fixed non-audible/muffled interior sounds
  • Improved caches handling (should save a couple of additional FPS)

Download form Spacedock:

KSP 1.2.2 compatible
KSP 1.3.0 compatible

     

Edited by Ser

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Is it possible that Audio Muffler is one of the most cpu demanding Mods you can get? It cripples my fps more than all other mods together :/
Or is known to be incompatible with through the eyes of a Kerbal? Besides that, i have to say ive only tested it with aset props, and had the same muffling issues like described in the posts above too and about 6-12 fps, whenn switchting to near window view in IVA (outside helmet) fps were normal and the same like in external cam.

Love this Mod nonetheless!

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5 hours ago, Euer_Hochwuergen said:

Is it possible that Audio Muffler is one of the most cpu demanding Mods you can get? It cripples my fps more than all other mods together :/
Or is known to be incompatible with through the eyes of a Kerbal? Besides that, i have to say ive only tested it with aset props, and had the same muffling issues like described in the posts above too and about 6-12 fps, whenn switchting to near window view in IVA (outside helmet) fps were normal and the same like in external cam.

Love this Mod nonetheless!

I've made several iterations of optimization and caching, otherwise it would be CPU intensive but only with large part count vessels. If you still experience FPS drops then I'm sure there's something to be fixed. Actually, it is recommended to use with Through the Eyes. Sorry, but I can hardly understand what you're trying to say further.

What are the exact conditions when you have FPS and muffling issues?

Especially would be helpful to know how many parts are there in your vessel, and what parts with ASET props do you use. If they are your custom parts, then how many props are there.

Also make sure that you use the latest 2.4 version of the mod for the correct KSP version.

Edited by Ser

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12 hours ago, Ser said:

I've made several iterations of optimization and caching, otherwise it would be CPU intensive but only with large part count vessels. If you still experience FPS drops then I'm sure there's something to be fixed. Actually, it is recommended to use with Through the Eyes. Sorry, but I can hardly understand what you're trying to say further.

What are the exact conditions when you have FPS and muffling issues?

Especially would be helpful to know how many parts are there in your vessel, and what parts with ASET props do you use. If they are your custom parts, then how many props are there.

Also make sure that you use the latest 2.4 version of the mod for the correct KSP version.

I use the Mk 1 Cockpit Replacament by ASET, Mk 1-2 IVA Replacement by ASET and the Kermantech MK3 Replacement. And Ship Effects Sound Mound, Through the eyes of a Kerbal and Audio Muffler.

The fps drops in the Mk 1-2 were slightly less then in the Mk 1 and Mk 3 Cockpit.
The Muffling Issues were exact the same as the others described above for the Mk 1-2 but didnt appear in the Mk1 Cokcpit and Mk3.

The FPS drops only appear in the in helmet perspective FIkZZPo.png



But not in others like :

5ayTlWE.png

or external, etc.

Maybe Ship effects generates a (too) huge Load of data to be processed by Audio Muffler?

Fps drops were exact the same for the Mk1 Plane (seen in the pictures above /30 Parts) as for the Dynawig Stock (110Parts) which i used to test .

So i dont think it has to do with other cpu demanding Mods which i have installed (Kerbal Krash System, Kerbal Launch Failure, Dang It)

Edited by Euer_Hochwuergen

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I did some testing a month or so back, just checking compatibility between ship effects and audio muffler, and indeed there is some major fps loss with audio muffler installed. I would have never thought it to be this mod, but after going through each mod one by one and removing them, audio muffler turned out to be the culprit.  With audio muffler alone, it brought my pc with a i7 and 980ti 32gb of ram to a crawl. I can try to present as much info as I can the next time I load up.

i don't use ASET, so I'm unaware of an issue there. My testing was strictly with audio muffler.

Edited by Galileo

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@Euer_Hochwuergen, @Galileo Guys, I've just tried on stock KSP with Ship Effects and Audio Muffler. 24 part light aircraft with Mk1 Cockpit - no drops, 60 FPS when looking at clear blue sky from IVA.Even with ASET. So it may be that some other mod interacts with Audio Muffler. What I suggest is to try on stock with Ship Effects and Audio Muffler, and without it, and see if there'll be any difference in FPS.

I have i5 3.50Ghz, 8Gb RAM. Mesuring FPS with Fraps.

EDIT: Also I've installed SVE/Medium with Scatterer to see what happens under some intense load and got 9-11 FPS. Removing Audio Muffler didn't help a single FPS, it remained in the range 9-11.

Edited by Ser

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On 9/15/2017 at 2:00 AM, Galileo said:

I did some testing a month or so back, just checking compatibility between ship effects and audio muffler, and indeed there is some major fps loss with audio muffler installed. I would have never thought it to be this mod, but after going through each mod one by one and removing them, audio muffler turned out to be the culprit.  With audio muffler alone, it brought my pc with a i7 and 980ti 32gb of ram to a crawl. I can try to present as much info as I can the next time I load up.

i don't use ASET, so I'm unaware of an issue there. My testing was strictly with audio muffler.

This is a bummer. I quite love this mod.

3 hours ago, Ser said:

@Euer_Hochwuergen, @Galileo Guys, I've just tried on stock KSP with Ship Effects and Audio Muffler. 24 part light aircraft with Mk1 Cockpit - no drops, 60 FPS when looking at clear blue sky from IVA.Even with ASET. So it may be that some other mod interacts with Audio Muffler. What I suggest is to try on stock with Ship Effects and Audio Muffler, and without it, and see if there'll be any difference in FPS.

I have i5 3.50Ghz, 8Gb RAM. Mesuring FPS with Fraps.

EDIT: Also I've installed SVE/Medium with Scatterer to see what happens under some intense load and got 9-11 FPS. Removing Audio Muffler didn't help a single FPS, it remained in the range 9-11.

But this is a different result. I believe I'll test this myself.

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Just curious, how does this mod determine how much to muffle sound? I play with the RO/RP-0 suite of mods, and I feel that the onset of muffling is rather sudden, noticeably starting at maybe 30,000m altitude, at which point the atmospheric pressure is very low. Sound more or less completely fades out by 50,000m. Is this just another of those unintuitive things I should expect from realistic physics?

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Posted (edited)
12 hours ago, awang said:

Just curious, how does this mod determine how much to muffle sound? I play with the RO/RP-0 suite of mods, and I feel that the onset of muffling is rather sudden, noticeably starting at maybe 30,000m altitude, at which point the atmospheric pressure is very low. Sound more or less completely fades out by 50,000m. Is this just another of those unintuitive things I should expect from realistic physics?

This mod doesn't use any advanced physics model, just linearly cuts off sound frequencies according to atmospheric density. Real physics of this process involve temperature layers and are too scary :), so I guess you should look at atmospheric curve that defines how density changes with altitude. And that curve may look weird if we speak of stock atmosphere. It corresponds Earth atmosphere at low altitudes but while getting higher it should quickly reach zero density at 70 km. I haven't seen the curve but indeed, at 50 km it seems like there's almost no air and the hardest aerobraking happens at 25-35 km when the density rises quickly, and so does sound.

EDIT: And yes, that feeling might be partially caused by that the most important frequencies in KSP sounds (or my headphones?) are the middles so the most noticeable "loss" of sound happens when they get muffled. Since things happen linearly, a certain altitude range corresponds to that event.

Edited by Ser

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11 hours ago, Ser said:

This mod doesn't use any advanced physics model, just linearly cuts off sound frequencies according to atmospheric density. Real physics of this process involve temperature layers and are too scary :), so I guess you should look at atmospheric curve that defines how density changes with altitude. And that curve may look weird if we speak of stock atmosphere. It corresponds Earth atmosphere at low altitudes but while getting higher it should quickly reach zero density at 70 km. I haven't seen the curve but indeed, at 50 km it seems like there's almost no air and the hardest aerobraking happens at 25-35 km when the density rises quickly, and so does sound.

EDIT: And yes, that feeling might be partially caused by that the most important frequencies in KSP sounds (or my headphones?) are the middles so the most noticeable "loss" of sound happens when they get muffled. Since things happen linearly, a certain altitude range corresponds to that event.

I think your edit explains what I have been observing. Even though it seems that air density falls off faster in RSS (I think? Based on this image, I would guess lots of the noise would be lost by 20km), it's still the higher frequencies that get lost first, and those are the frequencies that aren't really present. Thanks for explaining!

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@Ser There may be an oversight in this mod. At least in my install, RCS sounds aren't muffled when in map view.

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