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Engine Sound Mod (now with modulemanager)


Corona688

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14 minutes ago, Mecripp said:

Is has always been a problem with sound mods most use a plugin with that said they may or may not have fix it by now but in your cfg you have 


runningEffectName = running

on some engines

Yes.  I do.

Quote

and its how ever the modder made it or has thing set you have running or you have running closed

Yup.

Quote

so you would have to !sound = {} all the sounds

Oh, I see.

You don't need to tell me how to get custom sounds working with the mainsail - I've done that before, it wasn't hard.  The problem is the particle effects.  I attempted copying as suggested by @JadeOfMaar but something is wrong with that template.

Quote

and then write in @ModuleEnginesFX and all the FX good stuff have you even looked at how older mods tried ?

As you say, most use plugins.

Edited by Corona688
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11 minutes ago, Corona688 said:

Yes.  I do.

Yup.

Oh, I see.

You don't need to tell me how to get custom sounds working with the mainsail - I've done that before, it wasn't hard.  The problem is the particle effects.  I attempted copying as suggested by @JadeOfMaar but something is wrong with that template.

As you say, most use plugins.

 

11 minutes ago, Corona688 said:

custom sounds working with the mainsail - I've done that before, it wasn't hard.  The problem is the particle effects.  I attempted copying as suggested by @JadeOfMaar but something is wrong with that template.

Yes you would have to do a lot of testing to see if you have to use ( running ) or ( running closed ) and how you write the effects are alittle different 

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Doesn't RealPlume change the sounds of the engines as well? (I thought? Now I'm not sure...lol I use it but maybe I'm going crazy.)

How do they do it? Perhaps you could reverse engineer that method?

I found this relevant(hopefully) excerpt from their FAQ.

The engine doesn't sound right!

Each prefab plume config has its own set of sounds, and RealPlume is smart enough to only apply one set of sounds to a part (since that can't be swapped out by ModuleEngineConfigs). RealPlume will apply the first sound set in alphabetical order (IE, if you have one Hydrolox config, and one Kerolox config, the Hydrolox sounds will be applied, and the Kerolox sounds ignored). If you supply your own sounds in an EFFECTS node, RealPlume will use your sounds instead and ignore its own.

Note that this only applies for engage, disengage, and flameout. The running sound is part of the particular plume config, and will need to be overwritten in an :FOR[zzRealPlume]ModuleManager node if you want to change the prefab sound.

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@Corona688 Here's one of the configs for the v4 engine from Outlaw Racing Inc .... It may help with your understanding of stock modules and placing sounds into parts

Uses stock modules for sound and particle effects and is also using the stock multi mode engine module and ModuleEngineFX

Spoiler

PART
{
name = OR_ENGINEv4
module = Part
author = Spanner

MODEL
{
    model = ORinc/Parts/ORIENGINEv4
    scale = 1.0, 1, 1
}
rescaleFactor = 1

node_attach = .00, 0, 0, 0, 0, -1, 0
    NODE
{
name = Node1
transform = Node1
size = 0
method = FIXED_JOINT
}
NODE
{
name = Node2
transform = Node2
size = 0
method = FIXED_JOINT
}
TechRequired = start
entryCost = 13500
cost = 4500
category = none
subcategory = 0
title = V4 Basix Engine Block
manufacturer = Outlaw Racing Inc
description = The V4 Basix Engine Block uses Liquid Fuel and Intake Air to create Torque for the wheels
attachRules = 1,1,1,1,1

// --- standard part parameters ---
mass = 0.24
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3000
bulkheadProfiles = srf
tags = engine
    MODULE
    {
        name = MultiModeEngine
        primaryEngineID = Normal
        secondaryEngineID = SuperCharged
        carryOverThrottle = True
        autoSwitchAvailable = True
        primaryEngineModeDisplayName = Normal
        secondaryEngineModeDisplayName = Super Charged
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Normal
        thrustVectorTransformName = thrustTransform
        exhaustDamage = False
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 0.01
        heatProduction = 25
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.5
        engineDecelerationSpeed = 0.5
        useVelocityCurve = False
        flameoutEffectName = flameout
        powerEffectName = power_dry
        //runningEffectName = running_thrust
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_dry
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        exhaustDamageMultiplier = 5
        clampPropReceived = True
        PROPELLANT
        {
            name = IntakeAir
            ignoreForIsp = True
            ratio = 1
        }
        PROPELLANT
        {
            name = LiquidFuel
            resourceFlowMode = ALL_VESSEL
            ratio = 0.5
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 9000 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        flowMultCap = 1.1
        machLimit = 1.75
        machHeatMult = 20.0
        velCurve
        {
            key = 0 1 0 0
            key = 0.35 0.932 0 0
            key = 1 1.13 0.4510796 0.4510796
            key = 1.75 1.5 0 0
            key = 2 1.38 -1.126258 -1.126258
            key = 2.5 0 0 0
        }
        atmCurve
        {
            key = 0 0 1.069445 0.7244952
            key = 0.072 0.08 1.472049 1.472049
            key = 0.17 0.21 1.227685 1.227685
            key = 0.34 0.39 1.01426 1.01426
            key = 1 1 0.969697 0.969697
        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = SuperCharged
        thrustVectorTransformName = thrustTransform
        exhaustDamage = False
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 0.01
        heatProduction = 100
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.8
        engineDecelerationSpeed = 0.8
        useVelocityCurve = False
        flameoutEffectName = flameout
        //powerEffectName = running_wet
        runningEffectName = power_wet
        engageEffectName = engageSC
        disengageEffectName = disengageSC
        spoolEffectName = running_wet
        engineSpoolIdle = 0.05
        engineSpoolTime = 3.0
        EngineType = Turbine
        exhaustDamageMultiplier = 20
        clampPropReceived = True
        PROPELLANT
        {
            name = IntakeAir
            ignoreForIsp = True
            ratio = 2
        }
        PROPELLANT
        {
            name = AirPressure
            resourceFlowMode = ALL_VESSEL
            ratio = 1
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 4000 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        flowMultCap = 1.1
        machLimit = 1.75
        machHeatMult = 20.0

        velCurve
        {
            key = 0 1 0 0
            key = 0.18 0.97 0 0
            key = 0.43 1 0.202683 0.202683
            key = 1 1.42 1.280302 1.280302
            key = 2.5 3.63 0 0
            key = 3 0.58 -2.708558 -2.708558
            key = 3.35 0 -0.6150925 0
        }
        atmCurve
        {
            // less linear because AB has a big ram effect at high speed at high alt.
            key = 0 0 1.666667 1.666667
            key = 0.07066164 0.1397133 1.961396 1.961396
            key = 0.34 0.56 1.084002 1.084002
            key = 1 1 0.5302638 0.5302638
        }
    }

    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = ORIv4glo
        responseSpeed = 0.01
        layer = 1
        dependOnEngineState = True
        dependOnThrottle = True
        engineName = Normal
        weightOnOperational = True
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = ORIv4glo
        responseSpeed = 0.08
        layer = 2
        dependOnEngineState = True
        dependOnThrottle = True
        engineName = SuperCharged
        weightOnOperational = True
    }
    MODULE
    {
        name = FXModuleAnimateThrottle
        animationName = ORIv4glo
        responseSpeed = 0.2
        layer = 3
        dependOnEngineState = True
        engineName = SuperCharged
    }
    MODULE
    {
        name = ModuleAlternator
        engineName = SuperCharged
        outputName = V4 Super Charged
        RESOURCE
        {
            name = Torque
            rate = 13
        }
    }
    MODULE
    {
        name = ModuleAlternator
        engineName = SuperCharged
        outputName = V4 Super Charged
        RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    }
    MODULE
    {
        name = ModuleAlternator
        engineName = Normal
        outputName = V4 Normal
        RESOURCE
        {
            name = Torque
            rate = 10
        }
    }
    MODULE
    {
        name = ModuleAlternator
        engineName = Normal
        outputName = V4 Normal
        RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 1
        fxMax = 0.6
        maxDistance = 25
        falloff = 2
        thrustTransformName = thrustTransform
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 2
        fxMax = 0.6
        maxDistance = 25
        falloff = 2
        thrustTransformName = thrustTransform
    }
    MODULE
    {
        name = ModuleTestSubject
        environments = 15
        useStaging = False
        useEvent = True
    }
    EFFECTS
    {        

        running_dry
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                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 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
                localRotation = 1, 0, 0, -90
            }
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_v8idle
                volume = 0.0 0.0
                volume = 0.05 0.9
                volume = 1.0 1.0
                pitch = 0.0 0.5
                pitch = 0.05 0.6
                pitch = 0.33 1.0
                pitch = 1.0 3.0
                loop = true
            }
        }

        power_dry
        {
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_v8idle
                volume = 0.0 0.0
                volume = 0.05 0.4
                volume = 1.0 0.9
                pitch = 0.0 0.8
                pitch = 1.0 1.4
                loop = true
            }
        }
        running_wet
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_light
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.05 0.0
                emission = 0.075 0.5
                emission = 1.0 1.25
                speed = 0.0 0.25
                speed = 1.0 1.0
                localOffset = 0, 0, 1
                localRotation = 1, 0, 0, -90
            }
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_v8idle
                volume = 0.0 0.0
                volume = 0.05 0.9
                volume = 1.0 1.0
                pitch = 0.0 0.5
                pitch = 0.05 0.6
                pitch = 0.33 1.0
                pitch = 1.0 2
                loop = true
            }
        }
        power_wet
        {

            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_turbine
                volume = 0.0 0.0
                volume = 0.1 0.1
                volume = 1.0 0.3
                pitch = 0.0 0.2
                pitch = 0.33 0.4
                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 0.05
                emission = 0.33 0.1
                emission = 1.0 1.0
                speed = 0.0 0.0
                speed = 0.05 0.05
                speed = 0.33 0.16
                speed = 1.0 1.0
                energy = 0.0 1.5
                energy = 0.33 1.0
                energy = 1.0 1.0
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_v8start
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        engageSC
        {
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_turbinestart
                volume = 0.3
                pitch = 0.5
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_v8stop
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        disengageSC
        {
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/sound_turbinestop
                volume = 0.3
                pitch = 1.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = thrustTransform
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = ORinc/Sounds/bb_fire
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
}

 

And here's a video demonstrating the effects and sounds

 

Edited by DoctorDavinci
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20 minutes ago, Corona688 said:

Thanks everyone, all this modding information is extremely helpful.

But I hope people aren't going to wait for my mod to become perfect before trying it.  I'm not even trying to compete with KSO, I've got my own limited vision.

Well...maybe not perfect per se.

"More fleshed out" would be a better choice of words?

It solves a very specific problem; small engine sounds. Personally I'm not even sure I have an issue with the stocks ones, or if RealPlume changes them, or if I care either way really. I never paid that much attention to it. If you are looking for lot's of users, you'll probably have to at least re-do all the engine sounds so it's a complete package. Or if just this was your vision, call it a "modlet" or an "MMPatch" and move on, mission accomplished! If you are looking for strictly feedback I'd be happy to give it a go and let you know what I thought.

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39 minutes ago, Corona688 said:

Thanks everyone, all this modding information is extremely helpful.

But I hope people aren't going to wait for my mod to become perfect before trying it.  I'm not even trying to compete with KSO, I've got my own limited vision.

Not a problem ... You could ask the mods to move this thread to the add on development section so people looking at it will understand that your mod is in a development stage and then have it moved back after you flesh it out

DCK was in the Dev section for many months before I asked to move it to the releases section ... Actually I will be releasing Outlaw Racing into the Dev section in the near future so I can get the community's help refining it ... The community here is very helpful and can lead you to thinking about new and crazier ways of making things go boom :wink:

We do the same sort of thing for BDAc by opening a thread in the dev section to post beta releases of the upcoming versions of BDAc ... Having extra eyes on what you are doing helps prevent the inevitable tunnel vision one gets when creating a mod

Edited by DoctorDavinci
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@DoctorDavinci you are quite right, this belongs in add-on development.

Quote

If you are looking for strictly feedback I'd be happy to give it a go and let you know what I thought.

You don't even need to install it, just a quick listen to the WAV files would help me a ton.  Mixing them has been 95% of my work.  Be as brutal in your criticism as you can - I'd much rather hear it now than after I've mixed thirty of them.

Edited by Corona688
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3 minutes ago, Corona688 said:

You don't even need to install it, just a quick listen to the WAV files would help me a ton.  Mixing them has been 95% of my work.  Be as brutal in your criticism as you can - I'd much rather hear it now than after I've mixed thirty of them.

You can change the pitch and volume of each effect in the config file so just listening to the clip will only give you a limited view of how things will sound, but it is a good starting point

I suggest looking at the stock part config for the Whiplash engine, it will likely give you further insight into sound manipulation via config ... It's actually what the v4 engine config is based off of

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13 minutes ago, Corona688 said:

You don't even need to install it, just a quick listen to the WAV files would help me a ton.  Mixing them has been 95% of my work.  Be as brutal in your criticism as you can - I'd much rather hear it now than after I've mixed thirty of them.

So comparing the wav's to what I hear in my game; which I'm not sure has been changed by RealPlume or whatever but regardless.

Yours sounded more diverse, which was nice. I could hardly tell the difference in game between the regular 3; but with yours it was very distinct. Yours were also louder and had more pop which I liked as well.

The Ant sounds a bit too much like old TV static...prolly my only complaint.

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8 minutes ago, Rocket In My Pocket said:

So comparing the wav's to what I hear in my game; which I'm not sure has been changed by RealPlume or whatever but regardless.

If you were listening to stock, you'd know.  They all default to this incredibly irritating scrape-scrape-scrape loop.

Quote

Yours sounded more diverse, which was nice. I could hardly tell the difference in game between the regular 3; but with yours it was very distinct. Yours were also louder and had more pop which I liked as well.

The Ant sounds a bit too much like old TV static...prolly my only complaint.

Thanks, diversity is what I was going for.  I'll consider ways to pep up the ant.

Edited by Corona688
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