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[WIP][1.10.x] Rocket Sound Enhancement v0.5.3 - Unmuted


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2 hours ago, Joker58th said:

Just started playing 1.11 mostly stock but I added realplume and RSE and I have to say WOW!  Very very well done on the sounds!  Love the sound muffling on the ascent too!

I was about to come here and tell the mod seems to be working fine in 1.11 haha

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I love ship effects, but I rarely fly my ships from IVA, so I made the following patch to add ship effects to the ship external channel.

 

@SHIPEFFECTS_SOUNDLAYERS:FINAL
{
    @SOUNDLAYER[*],*
    {
        @channel = ShipBoth
    }
}

 

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I can’t remember if I’ve posted this now that I’m actually using the mod, but in case I haven’t, goodness this mod adds so much to the gameplay experience. Not just the more powerful rocket sounds, but hearing them fade out as the atmosphere grows thinner, the impacts, the rover wheels, the IVA effects, it’s all so wonderful. Thank you.

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4 hours ago, RyanRising said:

I'm using the two together (and the Restock configs) and I don't see any issues, but, well, see above.

Yeah, just installed them together, and oh man. KSP2 is gonna look and sound outdated by the time it's out compared to how advanced the mod suite already is.

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Patch to add M2 wheel sounds to all Grounded wheels

Spoiler

//  Grounded
@PART[wheelReg,wheelReg2,wheelReg3]:NEEDS[Grounded]:FOR[RocketSoundEnhancement]
{
    MODULE
    {
        name = RSE_Wheels
        volume = 1.0

        //Torque, Speed, Ground, Slip
        Speed
        {
            SOUNDLAYER
            {
                name = Motor_Base
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Base

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 60

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.5
                volume = 34.0 0.8

                pitch = 0.0 0.25
                pitch = 12.0 0.5
                pitch = 34.0 1.0
            }
            
            SOUNDLAYER
            {
                name = Motor_Whine
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Whine

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 60

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.6
                volume = 12.0 0.5
                volume = 34.0 0.2

                pitch = 0.0 0.1
                pitch = 12.0 0.75
                pitch = 34.0 1.0
            }
        }

        Ground
        {
            SOUNDLAYER
            {
                name = Tire_Concrete
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete
                data = concrete
                
                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.1
                volume = 60.0 1.0

                pitch = 0.0 0.8
                pitch = 60.0 1.2
            }

            SOUNDLAYER
            {
                name = Tire_Ground-Dirt
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground
                data = dirt

                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.1
                volume = 60.0 1.0

                pitch = 0.0 0.8
                pitch = 60.0 1.2
            }
        }

        Slip
        {
            SOUNDLAYER
            {
                name = Tire_Screech-Low-Concrete
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Screech-Low
                data = concrete
                
                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spool = true
                spoolSpeed = 2

                spread = 0.12

                volume = 0.0 0.0
                volume = 0.1 0.5
                volume = 1.0 1.0

                pitch = 0.0 1.3
                pitch = 1.0 1.1
            }

            SOUNDLAYER
            {
                name = Tire_Slip-Dirt
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground
                data = dirt

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 2

                spread = 0.12
                
                volume = 0.0 0.0
                volume = 0.1 0.5
                volume = 1.0 1.0

                pitch = 0.0 2.0
                pitch = 1.0 1.8
            }
        }
    }
}

//  RoveMax Model S2
@PART[roverWheel2]:FOR[RocketSoundEnhancement]
{
    MODULE
    {
        name = RSE_Wheels
        volume = 1.0

        //Torque, Speed, Ground, Slip, Steer
        Speed
        {
            SOUNDLAYER
            {
                name = Motor_Base
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ScrewDriver

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 15

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.6
                volume = 12.0 0.7

                pitch = 0.0 0.1
                pitch = 3.0 1.0
                pitch = 12.0 1.2
            }
        }

        Ground
        {
            SOUNDLAYER
            {
                name = Tire_Concrete
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete
                data = concrete

                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.1
                volume = 60.0 1.0

                pitch = 0.0 0.9
                pitch = 60.0 1.3
            }

            SOUNDLAYER
            {
                name = Tire_Ground-Dirt
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground
                data = dirt

                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.1
                volume = 60.0 1.0

                pitch = 0.0 0.9
                pitch = 60.0 1.3
            }
        }

        Slip
        {
            SOUNDLAYER
            {
                name = Tire_Screech-Low-Concrete
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete
                data = concrete

                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spool = true
                spoolSpeed = 2

                spread = 0.12

                volume = 0.0 0.0
                volume = 0.1 0.5
                volume = 1.0 1.0

                pitch = 0.0 2.0
                pitch = 1.0 1.8
            }

            SOUNDLAYER
            {
                name = Tire_Slip-Dirt
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground
                data = dirt

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 2

                spread = 0.12
                
                volume = 0.0 0.0
                volume = 0.1 0.5
                volume = 1.0 1.0

                pitch = 0.0 2.0
                pitch = 1.0 1.8
            }
        }
    }
}

//  RoveMax M1-F Rover Wheel
@PART[roverWheelM1-F]:FOR[RocketSoundEnhancement]
{
    MODULE
    {
        name = RSE_Wheels
        volume = 1.0

        //Torque, Speed, Ground, Slip
        Speed
        {
            SOUNDLAYER
            {
                name = Motor_Base
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Base

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 60

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.4
                volume = 25.0 0.6

                pitch = 0.0 0.25
                pitch = 8.0 0.5
                pitch = 25.0 1.0
            }
            
            SOUNDLAYER
            {
                name = Motor_Whine
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Motor_ElectricCar-Whine

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 60

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.6
                volume = 8.0  0.5
                volume = 25.0 0.2

                pitch = 0.0 0.1
                pitch = 8.0  0.75
                pitch = 25.0 1.0
            }
        }

        Ground
        {
            SOUNDLAYER
            {
                name = Tire_Concrete
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Concrete
                data = concrete

                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.1
                volume = 60.0 1.0

                pitch = 0.0 0.8
                pitch = 60.0 1.2
            }

            SOUNDLAYER
            {
                name = Tire_Ground-Dirt
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground
                data = dirt

                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spread = 0.12

                volume = 0.0 0.0
                volume = 1.0 0.1
                volume = 60.0 1.0

                pitch = 0.0 0.8
                pitch = 60.0 1.2
            }
        }

        Slip
        {
            SOUNDLAYER
            {
                name = Tire_Screech-Low-Concrete
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Screech-Low
                data = concrete
                
                loop = true
                loopAtRandom = true

                channel = ShipBoth

                spool = true
                spoolSpeed = 2

                spread = 0.12

                volume = 0.0 0.0
                volume = 0.1 0.5
                volume = 1.0 1.0

                pitch = 0.0 1.3
                pitch = 1.0 1.1
            }

            SOUNDLAYER
            {
                name = Tire_Slip-Dirt
                audioClip = RocketSoundEnhancement/Sounds/Wheels/Tire_Ground
                data = dirt

                loop = true
                loopAtRandom = true

                channel = ShipBoth
                
                spool = true
                spoolSpeed = 2

                spread = 0.12
                
                volume = 0.0 0.0
                volume = 0.1 0.5
                volume = 1.0 1.0

                pitch = 0.0 2.0
                pitch = 1.0 1.8
            }
        }
    }
}

 

Edited by evileye.x
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@ensou04 , thank you for your amazing mod once again, it is so enjoyable.

A question, is there's a way to add sound to resource converter, variable by converter load? Or at least vessel's speed?

Grounded mod have several part that imitate liquid fuel engine providing electric charge to wheels.

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8 hours ago, evileye.x said:

@ensou04 , thank you for your amazing mod once again, it is so enjoyable.

A question, is there's a way to add sound to resource converter, variable by converter load? Or at least vessel's speed?

Grounded mod have several part that imitate liquid fuel engine providing electric charge to wheels.

You can't add sounds to resource converters but you can add sounds to vessel's speed. check out ShipEffects documentation. You can also add sounds to the wheel's Motor Torque which is directly controlled by electric charge so you can try that as well. See RSE_Wheels PartModule for more details. Hope these help!

I'll add resource converters to my planned list.

Edited by ensou04
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@ensou04

I'm having a bit of a problem, just looking for some guidance.  I have this installed along with the default configs, installed by CKAN.  I also have (among others) the SpaceY pack installed.  Other sound mods installed are (ignoring those sounds internal to a mod):

  • Jet Sounds Continued - a set of patches and sounds for jet engines, no code
  • Docking Port Sound FX - A small plugin and a couple of sound files
  • Chatterer - A plugin and sound files
  • RealPlume - A set of configs and sound files

I suspect the culprit in my problem may be RealPlume.

The issue is that the sounds of large engines (most recent I remember) seem to have  a 2 to 3 second cycle, and the SpaceY Moa, for example, sounds and has the same cycle as the Mainsail.  Are you aware of any interactions/incompatibilities with these?

If not, then, other than the log file, what else would you need from me to assist.  Right now the log file isn't available, I'll have to recreate it this evening.

***

Edit:  Just did some small tests, and it is indeed the RealPlume sounds which I'm hearing.  Seems that RealPlume sounds are overriding  this mod's sounds.

I'll contact the RealPlume thread to see what they can suggest

***

Edit 2: Question, I'd also like to make some configs for the various mods I have.  Essentially I want to, for now, just use the equivalent sound from one of the stock engines.  Would using the thrust values to determine a relative equivalent be reasonable?

Edited by linuxgurugamer
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18 hours ago, mateusviccari said:

This doesn't seem to be working in 1.11.

Every time I try to load a vessel on the launchpad the game crashes. Removing the mod and it works again. Is it just me?

Mine does work fine in 1.11

 

3 hours ago, linuxgurugamer said:

@ensou04

I'm having a bit of a problem, just looking for some guidance.  I have this installed along with the default configs, installed by CKAN.  I also have (among others) the SpaceY pack installed.  Other sound mods installed are (ignoring those sounds internal to a mod):

  • Jet Sounds Continued - a set of patches and sounds for jet engines, no code
  • Docking Port Sound FX - A small plugin and a couple of sound files
  • Chatterer - A plugin and sound files
  • RealPlume - A set of configs and sound files

I suspect the culprit in my problem may be RealPlume.

The issue is that the sounds of large engines (most recent I remember) seem to have  a 2 to 3 second cycle, and the SpaceY Moa, for example, sounds and has the same cycle as the Mainsail.  Are you aware of any interactions/incompatibilities with these?

If not, then, other than the log file, what else would you need from me to assist.  Right now the log file isn't available, I'll have to recreate it this evening.

***

Edit:  Just did some small tests, and it is indeed the RealPlume sounds which I'm hearing.  Seems that RealPlume sounds are overriding  this mod's sounds.

I'll contact the RealPlume thread to see what they can suggest

***

Edit 2: Question, I'd also like to make some configs for the various mods I have.  Essentially I want to, for now, just use the equivalent sound from one of the stock engines.  Would using the thrust values to determine a relative equivalent be reasonable?

Both sounds should be playing, but RP are louder so you can't hear RSE's, this happened to me before, so earlier this month I shared a patch for real plume here, it didn't made release yet, so you probably don't have it installed.

 

About the question, I made configs for most engines in RO and what I did was looking at the engine in the VAB and playing a sound in a audio player, if it matched in my head, that's the one I would pick (honestly it didn't took that long). I thought about using thrust values but I couldn't decide how, so I didn't

Edited by Karin
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On 12/28/2020 at 7:13 AM, mateusviccari said:

This doesn't seem to be working in 1.11.

Every time I try to load a vessel on the launchpad the game crashes. Removing the mod and it works again. Is it just me?

Ensure you delete existing MM caches. Post logs also.

 

10 hours ago, linuxgurugamer said:

Edit:  Just did some small tests, and it is indeed the RealPlume sounds which I'm hearing.  Seems that RealPlume sounds are overriding  this mod's sounds.

I'll contact the RealPlume thread to see what they can suggest

Like karin said, RealPlume adds its own sounds borrowed from KW Rocketry if i remember correctly. if you use the patches from the master branch you'll get the RealPlume compat patch made by @Karin

10 hours ago, linuxgurugamer said:

Edit 2: Question, I'd also like to make some configs for the various mods I have.  Essentially I want to, for now, just use the equivalent sound from one of the stock engines.  Would using the thrust values to determine a relative equivalent be reasonable?

Yeap, Thats how I approached my patches. I also base them on if the engine is Vacuum or Atmospheric use.

10 hours ago, linuxgurugamer said:

Docking Port Sound FX - A small plugin and a couple of sound files

You could instead use RSE's Docking Port Configs with the sounds from Docking Port Sound FX just to be sure because RSE also adds docking port sounds.

 

I might just push an update that includes the RP patch for now, if anyone else wants to add some more compat patches lemme know. I'm still currently busy on my work so I cant allocate time for plugin work.

Edited by ensou04
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1 hour ago, ensou04 said:

Like karin said, RealPlume adds its own sounds borrowed from KW Rocketry if i remember correctly. if you use the patches from the master branch you'll get the RealPlume compat patch made by @Karin

Great!

 

1 hour ago, ensou04 said:

Yeap, Thats how I approached my patches. I also base them on if the engine is Vacuum or Atmospheric use.

Ok.  Would you happen to have a spreadsheet of engines for comparision?

1 hour ago, ensou04 said:

You could instead use RSE's Docking Port Configs with the sounds from Docking Port Sound FX just to be sure because RSE also adds docking port sounds

Oh, great.  I get to remove a mod from my install :D

Thank you and @Karin for the replies.  Greatly appreciated.

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1 hour ago, linuxgurugamer said:

Ok.  Would you happen to have a spreadsheet of engines for comparision?

I dont have a spread sheet, but its more of a loose selection. I use more powerful sounds if the engines are meant to be used in First Stage Boosters that has a relatively high isp in atmosphere. I also look at the nozzle sizes in conjunction of their usage. For Example: Large Nozzle Engines that are designed for Vacuum I tend to apply deep low sound effects to it. While the Kerbodyne KE-1 and Mainsail even though having a relatively large Nozzle will have the Louder and dirtier sound effects applied to them.

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6 hours ago, ensou04 said:

Oh unfortunately I haven't added them to the bypass list so yeah they will get muffled.  thanks for bringing this up so I can add it to the to-do list :) 

I was using and loving the soundtrack editor in my previous KSP version/ playthroughs -- It's just a fluke I haven't started again!  Glad someone caught this and bought it up already.  :)

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I am Astronomer, and this is my favorite mod on the citadel.

I see this mentioned above and I also have an issue with the Soundtrack Editor Forked.

It's not an issue, but wish we could change the settings in a text file or an app menu as opposed to the difficulty menu. This is just me - I like seeing "Hard" under difficulty instead of "Custom" and changing the settings to this mod breaks that for me. The only setting I would change anyway is the soundtrack muffling. :)

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On 12/30/2020 at 6:31 AM, ensou04 said:

For the meantime, everyone who wishes to use SoundTrack Editor should disabled RSE's built-in Audio Muffler in the settings and instead use Audio Muffler Redux if you really need muffling while waiting for the new update. I'll probably try do some dev work this weekend.

Anything needed to be changed in the SoundTrack Editor?

40 minutes ago, Astronomer said:

not an issue, but wish we could change the settings in a text file or an app menu as opposed to the difficulty menu. This is just me - I like seeing "Hard" under difficulty instead of "Custom" and changing the settings to this mod breaks that for me. The only setting I would change anyway is the soundtrack mufflin

The issue is whether a modder spends time on writing a settings page or working on the mod.

It's  an idea, though, to write a generalized settings page for a mod to open.  I dont have time for this right now, maybe someone else can tackle the problem.

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On 12/28/2020 at 9:55 PM, ensou04 said:

I dont have a spread sheet, but its more of a loose selection.

I understand if it's proprietary, but any chance you could share the spreadsheet? I've been working on configs for the SSTU engines and I've been making some wild guesses based on using your stock engine configs.

It's really (and seriously I mean really) early in the process, but these are the ones I have so far: https://github.com/MainSailor/SSTU_RSE/blob/main/SSTU_RSE.cfg

In my sandbox playthrough I really only use the US Hydrolox engines, and occasionally an RD-170/180 family engine so that's mainly what I've built so far. I keep meaning to set up a stripped down dev build of KSP so that I can test configs, but I haven't been able to spend as much time over the holidays as expected.

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