ensou04 494 Posted November 6, 2018 Share Posted November 6, 2018 (edited) Rocket Sound Enhancement Rocket Sound Enhancement "RSE" is a plugin for modders to add more detailed sound effects to the game. It features a robust Layering System for use of multiple sounds just like in other games. You can control sound effects' volume and pitch via Physics, Engine Thrusts, Wheel Physics, Mass of the Ship, and More™ Development Videos: Features: Documentation will be made soon on the github page. Basic Audio Muffler A Lightweight Lowpass Filter Vacuum and Interior Muffling Customizable in the Custom Game Settings Audio Limiter/Compressor Keeps the Loudness of the game consistent Customizable in the Custom Game Settings Custom Sound Part Modules Current Part Modules Include are: Engines Wheels Collisions Decouples Launch Clamps Docking Ports Physics Based Sound System (ShipEffects Rewritten) Allows you to layer different sound loops controlled by Physics Documentation: https://github.com/ensou04/RocketSoundEnhancement/wiki Settings: RSE Settings can be found under Game Difficulty Settings. Rocket Sound Enhancement Default Sound Library and Configs Stock Engines Stock Wheels Stock Decouplers and Launch Clamps Stock Docking Ports Collisions and Scrapes Ship Hull Sound Effects (Like ShipEffects but better) ReStock Supported Downloads: IMPORTANT: Remove the old v0.4.0 RSE entirely, nuke it. not a single code was carried over to v0.5.0 not deleting will result in an unexpected outcome. Dependencies: Module Manager Plugin and Configs: https://github.com/ensou04/RocketSoundEnhancement/releases Source: https://github.com/ensou04/RocketSoundEnhancement License: Rocket Sound Enhancement plugin is licensed under GNU General Public License v3.0 The Default Sound Library is licensed under CC BY-NC-SA 4.0 Sharing videos of your launches with this mod is mandatory. jk please share Edited December 1, 2020 by ensou04 Quote Link to post Share on other sites
CobaltWolf 25,823 Posted November 6, 2018 Share Posted November 6, 2018 That's awesome, I might have to start doing my testing with sound enabled again! I have some possible requests, but I'll save them for when you've taken care of more important things... Quote Link to post Share on other sites
Tyko 2,405 Posted November 6, 2018 Share Posted November 6, 2018 This is great. I definitely notice the difference the crackle makes. Quote Link to post Share on other sites
falken 86 Posted November 6, 2018 Share Posted November 6, 2018 Really nice! I don't suppose you've considered making the decouple sounds a bit nicer too? Quote Link to post Share on other sites
Lupi 486 Posted November 6, 2018 Share Posted November 6, 2018 Man, that crackle gives the engines so much life! Brings back those memories of seeing some in person! Quote Link to post Share on other sites
Beetlecat 996 Posted November 6, 2018 Share Posted November 6, 2018 Love stuff like this! Especially coupled with things like sound muffler, etc. that alter the sound depending on camera position (outside vs iva) and conditions (far less engine roar in space! ) Quote Link to post Share on other sites
ensou04 494 Posted November 6, 2018 Author Share Posted November 6, 2018 (edited) 7 hours ago, CobaltWolf said: That's awesome, I might have to start doing my testing with sound enabled again! I have some possible requests, but I'll save them for when you've taken care of more important things... thanks! throw your requests at me, i need your suggestions 4 hours ago, falken said: Really nice! I don't suppose you've considered making the decouple sounds a bit nicer too? i am planning on doing the decouplers as well 4 hours ago, Lupi said: Man, that crackle gives the engines so much life! Brings back those memories of seeing some in person! im glad i got it as close as I can then! I never actually saw a real rocket launch in my life because we dont have them here in my country But i always have imagined it like hearing a loud continues roaring thunder. Edited November 6, 2018 by ensou04 Quote Link to post Share on other sites
Hydrothermalventclam 116 Posted November 6, 2018 Share Posted November 6, 2018 That is so cool. Its one of those things I did not realize I wanted until I saw it. Your rocket sounds are so much better than stock. I don't often play with sounds, but I might need to now. Quote Link to post Share on other sites
Gordon Dry 547 Posted November 7, 2018 Share Posted November 7, 2018 (edited) Did you consider of "just" using the values of existing RealPlume configs and derive these into the sound rendering? I mean - instead of having another mod that needs patch configs for every engine out there ... just use the existing patch configs. This also would motivate ppl to provide better RealPlume configs when the actual ones create "not so good" sounds. Which means the rendering by using RealPlume configs should base on "perfect" RealPlume configs. Edited November 7, 2018 by Gordon Dry Quote Link to post Share on other sites
ensou04 494 Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) 10 minutes ago, Gordon Dry said: Did you consider of "just" using the values of existing RealPlumes configs and derive these into the sound rendering? i did but i havent tried it yet. it'll be a broad-stroke patch because I'll just have to apply the sounds to each realplume config. My goal was to apply specific sounds based on their nozzle size and thrust power. so a large diameter upper stage engine should sound a bit deeper while lower stage smaller diameter but more powerful thrusters should sound more heavier/louder. I'll try the broad-stroke approach and see what happens EDIT: I wonder if i could just dynamically adjust the pitch and volume of the sound files based on the size of the plume itself? Edited November 7, 2018 by ensou04 Quote Link to post Share on other sites
Gordon Dry 547 Posted November 7, 2018 Share Posted November 7, 2018 If you also would "fix the AudioMuffler mod performance issue" by implementing a similar feature - as optional setting. You can put this at the end of the priority list. And a sound barrier boom. There was only one mod which provided that - looong ago. Quote Link to post Share on other sites
MaverickSawyer 1,768 Posted November 7, 2018 Share Posted November 7, 2018 Hmmm. Is there any possibility of adding a custom startup sound for the engines? Like, for the stock 1.875m booster engine (LR-87 clone), adding that classic "Vwooop!" of the starter cartridge and start turbine. Quote Link to post Share on other sites
ensou04 494 Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) 3 minutes ago, Gordon Dry said: If you also would "fix the AudioMuffler mod performance issue" by implementing a similar feature - as optional setting. You can put this at the end of the priority list. that'll be beyond the scope of this project but i'll consider it once the mod is complete 1 minute ago, MaverickSawyer said: Hmmm. Is there any possibility of adding a custom startup sound for the engines? Like, for the stock 1.875m booster engine (LR-87 clone), adding that classic "Vwooop!" of the starter cartridge and start turbine. Yes i will do those aswell Edited November 7, 2018 by ensou04 Quote Link to post Share on other sites
Lisias 4,304 Posted November 7, 2018 Share Posted November 7, 2018 (edited) 32 minutes ago, Gordon Dry said: And a sound barrier boom. There was only one mod which provided that - looong ago. Sound barrier booms are more related to aerodynamics than engines - so @ensou04 would be fighting a two front "war" here. I'm totally in favor to a Sonic Boom Mod, but I would prefer one that would mimic the real life (as double booms on bigger vessels, as Concorde did). And perhaps this is a bit too more than @ensou04 would be willing to chew. Spoiler And the best one (for me): Spoiler Note, however, that inside the cockpit, there're few to no sounds! Spoiler Edited November 7, 2018 by Lisias MOAR VIDEOS! Quote Link to post Share on other sites
ensou04 494 Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) patching the existing RealPlume configs looks like a better approach than patching every each engine out there. but i cant for the life of me figure out how to do math with module manager, im trying to multiply the pitch of the sound based on the scale of the plume AUDIO { name = running clip = RocketSoundEnhancement/Sounds/sound_lqd_heavy volume = 0.0 0.0 volume = 0.2 0.8 volume = 1.0 1.0 pitch = 0.0 0.5 //Multiply this by plumeScale pitch = 1.0 1.0 //Multiply this by plumeScale loop = true } anyone know how to do this? Nevermind I figured it out Edited November 7, 2018 by ensou04 Quote Link to post Share on other sites
ensou04 494 Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) So far so good, i have replaced the sounds for all engines that are using Kerolox-Lower as their plumes. Although i am unsure about the volume change it does to the less powerful engines. What i did was to determine the pitch of the sound by using the engine plume's energy settings, in consequence it also changes the overall RMS Loudness value as well so i might actually just set the Volume parameter to one number. config: Spoiler @PART[*]:HAS[@EFFECTS:HAS[@Kerolox-Lower]]:FOR[zzRocketSoundEnhancement]:NEEDS[RealPlume] { @EFFECTS { @Kerolox-Lower { !AUDIO{} AUDIO { name = running clip = RocketSoundEnhancement/Sounds/sound_lqd_heavy volume = 0.0 0.0 volume = #$../../../PLUME[Kerolox-Lower]/plumeScale$ volume = #$../../../PLUME[Kerolox-Lower]/plumeScale$ @volume,1 *= 0.8 @volume,1 ^= :^:0.2 : @volume,2 ^= :^:1.0 : pitch = #$../../../PLUME[Kerolox-Lower]/energy$ pitch = #$../../../PLUME[Kerolox-Lower]/energy$ @pitch,0 *= 0.5 @pitch,0 ^= :^:0.0 : @pitch,1 ^= :^:1.0 : loop = true } AUDIO { name = crackle clip = RocketSoundEnhancement/Sounds/sound_crackle volume = 0.5 0.0 volume = #$../../../PLUME[Kerolox-Lower]/plumeScale$ @volume,1 ^= :^:1.0 : pitch = 1.0 0.8 loop = true } } } } in hindsight, i could instead use the actual thrust values to determine the pitch of the sounds. Edited November 7, 2018 by ensou04 Quote Link to post Share on other sites
Psycho_zs 246 Posted November 7, 2018 Share Posted November 7, 2018 That sounds really cool! Needs a bit more ground-shaking low-freq rumble ) Quote Link to post Share on other sites
ensou04 494 Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) 4 hours ago, Psycho_zs said: That sounds really cool! Needs a bit more ground-shaking low-freq rumble ) Done I edited OP and added the Github page Currently running sound patches for these plumes are done: Kerolox-Lower (running) Kerolox-Lower-F1 (running) Hydrolox-Lower (running) Hypergolic-Lower (running) Hypergolic-OMS-White (running) Hypergolic-OMS-Red (running) I haven't tested how part mods react to this. Edited November 7, 2018 by ensou04 Quote Link to post Share on other sites
CobaltWolf 25,823 Posted November 7, 2018 Share Posted November 7, 2018 (edited) 16 hours ago, ensou04 said: thanks! throw your requests at me, i need your suggestions Well, I make a historic mod called Bluedog Design Bureau (which incidentally already natively supports RealPlume), and I would love if I had a 'Bwoooop' sound effect for the ignition (you can separate ignition sounds for engines, right?) on the LR-87 and some related alt-history engines. EDIT: Forgot to include a video example: Edited November 7, 2018 by CobaltWolf Quote Link to post Share on other sites
JadeOfMaar 8,373 Posted November 7, 2018 Share Posted November 7, 2018 47 minutes ago, CobaltWolf said: (you can separate ignition sounds for engines, right?) I don't see why not. There should be no problem layering sounds inside the engage and disengage nodes, but since there's no fine control here, they'd need to be pre-mixed to fit the situation and be mix-able for other engines, unlike in the running nodes where they can be arranged like an NLE (non-linear editor) timeline and you scrub the timeline with the seek marker throttle. Quote Link to post Share on other sites
Tyko 2,405 Posted November 7, 2018 Share Posted November 7, 2018 These are a huge improvement over stock! I'd really love if the engines had even more oomph in the low frequency range. Whenever I've listened to a recording of a launch there's always that low rumbling that you can almost feel more than hear. It really conveys a sense of power. Quote Link to post Share on other sites
Jesusthebird 143 Posted November 7, 2018 Share Posted November 7, 2018 Mmmm. Interesting. Following Quote Link to post Share on other sites
ensou04 494 Posted November 7, 2018 Author Share Posted November 7, 2018 7 hours ago, CobaltWolf said: Well, I make a historic mod called Bluedog Design Bureau (which incidentally already natively supports RealPlume), and I would love if I had a 'Bwoooop' sound effect for the ignition (you can separate ignition sounds for engines, right?) on the LR-87 and some related alt-history engines. EDIT: Forgot to include a video example: Alright! we could simply just put that kind of sound as its "Activate" sound but I have an idea. if your engines have a thrust threshold like say they flame out under 10% of thrust I could make a looping sound of that whoop and apply it at the 1-10% range, so if you thrust up slowly it will always start with that bwoop sound then the actual running sound will just explode after 10% 3 hours ago, Tyko said: These are a huge improvement over stock! I'd really love if the engines had even more oomph in the low frequency range. Whenever I've listened to a recording of a launch there's always that low rumbling that you can almost feel more than hear. It really conveys a sense of power. Thank you, i have already boosted low frequecies of the sounds after i made the last video. you can test it out yourself. i added a github repository in the OP for testing Quote Link to post Share on other sites
ensou04 494 Posted November 8, 2018 Author Share Posted November 8, 2018 (edited) @CobaltWolf Well this was an interesting experiment, i kinda made it work but I believe this will become annoying real fast specially if your thrust values are below 20% and all you hear is the whining sound. and also it goes on reverse when you thrust down as expected Spoiler Edited November 8, 2018 by ensou04 Quote Link to post Share on other sites
CobaltWolf 25,823 Posted November 8, 2018 Share Posted November 8, 2018 3 minutes ago, ensou04 said: @CobaltWolf Well this was an interesting experiment, i kinda made it work but I believe this will become annoying real fast specially if your thrust values are below 20% and all you hear is the whining sound. and also it goes on reverse when you thrust down as expected That does sound weird what about if its just an ignition sound and not a low throttle? Quote Link to post Share on other sites
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