linuxgurugamer Posted March 21, 2020 Author Share Posted March 21, 2020 1 hour ago, Corovaneer said: Also have decoupler sound every second with onion module, in 1.9.1. Maybe read the posts above? It’s a stock bug, just don’t use the Onion Quote Link to comment Share on other sites More sharing options...
Gfurst Posted August 6, 2020 Share Posted August 6, 2020 Hey, once again thanks @linuxgurugamer for supporting the mod, the effects are pretty nice if not for the repeating decoupler sound, at first I thought it was the chute deploying sound on a loop. So if its related with the Kv reentry pods only maybe we can track down the issue, perhaps its because it has a built-in decoupler? Anyway, if someone has a better idea of how the coding works can look into that, and while on topic, I would also what situations affect the different sounds, like if rumbling thumbs and rattles can be triggered by different situations. Quote Link to comment Share on other sites More sharing options...
HansAcker Posted September 13, 2020 Share Posted September 13, 2020 (edited) On 8/6/2020 at 4:30 PM, Gfurst said: the repeating decoupler sound It's an odd riddle. I added some logging and it appears as if the mod picks up stray audio clips from KSP. For example, I have seen the SoundFX function called with a group named "smallRattlesFXGroup" (ok) that held a clip named "sound_docking_port" (it should have been "ShipEffectsContinued/Sounds/small_rattles"). Another time it picked up "sound_vent_large". Wat? Why? Edited September 15, 2020 by HansAcker Quote Link to comment Share on other sites More sharing options...
Severno Posted October 4, 2020 Share Posted October 4, 2020 (edited) Does anyone know if this mod is working with 1.10.1? It made me feel so cool when in IVA mode. Edit: yes it does Edited October 18, 2020 by Severno Quote Link to comment Share on other sites More sharing options...
Tacombel Posted February 19, 2021 Share Posted February 19, 2021 (edited) KSP 1.11.1 I had to disable the mod because apparently it was causing tremors in my bases. They where trembling as if the engines where on. Also could be that it was causing them to move around the place. Mainly MKS parts. I use vessel mover to place the modules in place. Edited February 19, 2021 by Tacombel Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 13, 2021 Author Share Posted October 13, 2021 New release, 1.0.11.1 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted October 13, 2021 Share Posted October 13, 2021 I'm going to install this, this weekend! Looking forward to using it! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 26, 2021 Share Posted November 26, 2021 Cannot open issue at Github, so: alotta log spam in orbit: [EXC 01:50:32.616] ArgumentNullException: Value cannot be null. Parameter name: source UnityEngine.AudioSource.set_pitch (System.Single value) (at <ef5b8cd90213481289b135c5e24d44ad>:0) ShipEffectsContinued.SEMaster.Update () (at <148d90b8da26498f93bef3eec2895055>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Quote Link to comment Share on other sites More sharing options...
Guest Posted November 26, 2021 Share Posted November 26, 2021 (edited) ... Edited November 26, 2021 by Jack Wolfe Not worth the bother Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 26, 2021 Share Posted November 26, 2021 (edited) 14 hours ago, Jack Wolfe said: You pride yourself on being a pedant Are you trying to liquid me off? That I chose "alotta" was intended. And now go back to the hole of frustration where you creeped out of. Edit: Allright, RocketSoundEnhancement now got its own rattle'n'stuff ship effect sounds, so using ShipEffects is obsolete now. I didn't grasp this fact within the last over-one-year-long-hiatus. (I hope I got some neat fodder for grammar narzis) Edited November 26, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 27, 2021 Author Share Posted November 27, 2021 On 11/25/2021 at 7:58 PM, Gordon Dry said: Cannot open issue at Github, so: alotta log spam in orbit: [EXC 01:50:32.616] ArgumentNullException: Value cannot be null. Parameter name: source UnityEngine.AudioSource.set_pitch (System.Single value) (at <ef5b8cd90213481289b135c5e24d44ad>:0) ShipEffectsContinued.SEMaster.Update () (at <148d90b8da26498f93bef3eec2895055>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) You know the drill. No logs, no support Quote Link to comment Share on other sites More sharing options...
HansAcker Posted November 16, 2022 Share Posted November 16, 2022 On 9/13/2020 at 4:58 PM, HansAcker said: It's an odd riddle. I added some logging and it appears as if the mod picks up stray audio clips from KSP. @linuxgurugamerTwo years later I finally get around to make a pull request for what I think should fix it. On 11/26/2021 at 1:58 AM, Gordon Dry said: [EXC 01:50:32.616] ArgumentNullException: Value cannot be null. Parameter name: source That probably happens when the vessel that had the AudioSources attached disappears. If I understand it correctly, SE currently attaches them to the root part of the first active vessel after a flight scene change. I use a heavily modified version converted into a VesselModule (so the sounds not only play for the active vessel). I'll see if I can get that cleaned up a bit more. It still throws an exception occasionally. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 16, 2022 Author Share Posted November 16, 2022 New release, 1.0.11.2 Thanks to @HansAcker for this: Isolate SE's AudioSource objects from vessel.gameObject. Fixes the repeating decoupler sound where KSP would overwrite one of our AudioSources. Quote Link to comment Share on other sites More sharing options...
lodiped Posted November 16, 2022 Share Posted November 16, 2022 Would someone please post a little video demo? I know it has been asked before but I'm asking again. And @linuxgurugamerI absolutely love your work but please post examples videos/pictures in your threads pleeease, dude, lmao. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 16, 2022 Author Share Posted November 16, 2022 4 hours ago, lodiped said: Would someone please post a little video demo? I know it has been asked before but I'm asking again. And @linuxgurugamerI absolutely love your work but please post examples videos/pictures in your threads pleeease, dude, lmao. It's only sounds, no video Quote Link to comment Share on other sites More sharing options...
lodiped Posted November 18, 2022 Share Posted November 18, 2022 (edited) ...i know...... Edited November 18, 2022 by lodiped Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted November 19, 2022 Share Posted November 19, 2022 (edited) Think this would work with Rocket Sound Enhancement? I thought this mod was rolled into RSE. However I noticed the actual "ship effects" from RSE are much more tame than what I remember Ship Effects providing so id like to give this a go. Edited November 19, 2022 by Motokid600 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 21, 2022 Author Share Posted November 21, 2022 On 11/18/2022 at 9:02 PM, Motokid600 said: Think this would work with Rocket Sound Enhancement? I thought this mod was rolled into RSE. However I noticed the actual "ship effects" from RSE are much more tame than what I remember Ship Effects providing so id like to give this a go. You can try, also maybe look to see if there are some options in RSE to change things. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 5 Share Posted March 5 I had the same exception spam issue as @Gordon Dry, and mistakenly filed the issue on RSE. https://github.com/ensou04/RocketSoundEnhancement/files/12710864/KSP.-.Copy.zip (would be nice to enable issues on github for this repo) [EXC 23:20:58.886] ArgumentNullException: Value cannot be null. Parameter name: source UnityEngine.AudioSource.set_pitch (System.Single value) (at <ef5b8cd90213481289b135c5e24d44ad>:0) ShipEffectsContinued.SEMaster.Update () (at <eee631751eb7477daa59a437fe7d7785>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Quote Link to comment Share on other sites More sharing options...
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