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ensou04

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Posts posted by ensou04

  1. On 4/15/2021 at 9:47 PM, adriangm44 said:

    Is there a way to not muffle the music in vacuum??

    once in-game , go to difficulty settings you should see a custom tab there for the mod

    On 4/16/2021 at 8:47 PM, 1332020 said:

    KSP RO/RP/RSS 1.10.1v
    i use this mod before in KSP RO/RP/RSS 1.7.3v there was no problem
    i want to know if the mod will work with this error or no and if i can fix it and how

    RSE's stock configs only supports the stock game so i dont think it'll work with RO. Someone has to make a dedicated set of configs for RO.

  2. On 4/11/2021 at 10:28 AM, Motokid600 said:

    What is the point of the audio limiter and all of its settings if I may ask? If it can just be governed by the in-game ship volume setting?

    the stock "normalizer" only works by limiting the peaks (causes distortion, most of the times doesnt work), while the audio limiter attempts to compress the audio based on perceived loudness. just like what @RyanRising it makes it so that 10 engines is effectively not 10 times as loud.

     

    On 4/13/2021 at 8:48 PM, dtrauma said:

    Is anyone able to run this on Linux? Maybe something internal to sound on Unity in Linux doesn't like this mod? Erroring out that far down in the stack would also explain why there's nothing in the Player.log.

    Edit: If it is indeed everyone on Linux, maybe if you can't/won't debug this mention it in the first post so at least people are aware?

    Hmm unfortunately i cant test this as I'm on Windows, have you guys tried running the mod on the version it was compiled on? 

  3. On 3/28/2021 at 5:16 PM, Windh said:

    EDIT: I obviously need to get additional sounds, but not sure where to get them and which order to install them to get them working.

    Download the configs from this release and everything should be working: https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.5.3

     

    10 hours ago, Motokid600 said:

    It seems certain engines are making a crackling/popping sound in my speakers while others are just fine. I see aloooot of settings on here under audio limiter all of which I dont know the function of. However when disabling audio limiter ( Tried muffling. No change. ) it seems to have gone away. That or the engine is just so much louder I cant hear it :P Any possible tweaks I can make?

    Indeed the audio limiter needs more work,  when sounds are way too loud it has a hard time trying to turn anything down in time and causes crackles. better to disable it for now and just lower the volume of the game

  4. 16 hours ago, RyanRising said:

    Complex and possibly very annoying? Yes it is, but you don’t have to speculate: It’s been done before. Almost certainly out of scope for this mod, though - I don’t think the developer wants to get into environmental sound effects beyond the muffling as you move out of the atmosphere even when they do have time.

    I had an idea for just doing an audio cue of a sonic boom instead of simulating it (more cinematic than realistic), so it just plays the sonic boom "boom effect" when you get pass through the speed of sound threshold (in and out). but yeah its beyond of the scope of this mod.

  5. On 2/14/2021 at 9:02 PM, Selphadur said:

    Hey!

    First of all I want to say a big thank you for this mod!

    Secondly to report errors. It is related to Retro Future mod.

    Here is the part from log where those errors are:

    [LOG 14:57:43.512] Applying update RocketSoundEnhancement/Configs/ShipEffects/@PART:HAS[~RSENoFX[*],#crashTolerance]:AFTER[RocketSoundEnhancement] to RetroFuture/Wheel/latMainGear/latMainGear.cfg/PART[latMainGear]
    [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.9"
    [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5"
    [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.5"
    [ERR 14:57:43.512] Error - Failed to do a maths replacement: %MODULE[ShipEffectsCollisions] : original value="xi570" operator=Multiply mod value="0.1"

    hmm if it doesnt cause any issues it should be just fine.

     

    On 2/19/2021 at 6:55 PM, Ollz said:

    Would you ever consider making sounds when the engines turn on, instead of the standard KSP staging sound?

    Yeap its part of the planned features. Although I wont be working on this again anytime soon so it might take a while. 

  6. On 1/22/2021 at 3:34 AM, Dunbaratu said:

    Do you have any suggestions for what I can do to set up the kOS sounds differently so Rocket Sound Enhancement doesn't dampen them?  I have them obey the UI volume slider in settings rather than the vessel sounds slider, but that doesn't seem to be enough.  I think I "moved" the audio sources outside the kOS GameObject  into a "parentless" GameObject (hoping this means they don't look like they're inside a Part) but that doesn't seem to have any effect either.

    I'm currently working on a blacklist system for sound sources so other people don't have to change their mod but: What you could do is to make sure that your audiosources has "bypassListenerEffects" set to true so that it ignores all the effects from RSE. The blacklist system I'm going to implement pretty much behaves in the same way.

  7. 5 hours ago, MainSailor said:

    I understand if it's proprietary, but any chance you could share the spreadsheet?

    its not proprietary, it just doesn't exist :P 

    the best reference I could provide is really just the stock configs. Like I said its a very loose "in head" creative decision. Which sounds makes sense for which Engine.

    I will try my best to explain how I made my configs:

    None of the decisions are realistic tbh, the only criteria I decided on was: Engine Bell Size, Use-Case (vacuum or atmosphere) and Power.
    Engine Bell Size would dictate the "pitch" of the engine. Also a reference for Loudness
    Use-case would be used as reference for how "dirty" sounding the engine is: eg: Vacuum: less popping/crackling, more low end rumble, Atmo: a lot of popping and crackling
    Thrust Power as a reference for its Relative Loudness with other engines.

    The Main References are the Mainsail and the Masterdon for Boost Stage/Atmospheric Use, Poodle and Rhino for Vacuum Use.
    The sound file names does not mean the "weight" of the engine. Its means How Dirty the sound is, Heavy means Heavy Popping/Crackling, coincidentally it sounds "massive" too. Light means minimal crackling, higher in pitch but if pitched down can be used for Vacuum Engines if you want to.
    eg: FuelType_DirtyAmount_Power.wavLiquid_VeryHeavy_High.wav

    its really up to you what you think sounds best for the engine you're applying my sounds on, all you have to take into account is the relative loudness of it compared to the other engines. What I did was I stared at each Engine, Look at its specs (isp, thrust power) and Categorized them under "Weight" and of course Fuel Type. then I applied the sounds then I tweaked them from there.

     

    10 hours ago, Astronomer said:

    but wish we could change the settings in a text file or an app menu as opposed to the difficulty menu

    a dedicated Settings page is really low on the priority list right now because the actual Sound Engine itself is still pretty much a WIP. Besides that I don't have the knowledge yet when it comes to serialization via a Dedicated Settings Window. I could have just done a .cfg file but that will really slow down dev time as I have to reload the game every time I change something in the settings.

     

    10 hours ago, linuxgurugamer said:

    Anything needed to be changed in the SoundTrack Editor?

    No need to change it, I can handle blacklisting on RSE which should make it easier to make other sound related mods compatible with RSE's built in Effects.

  8. 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.

  9. 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.

  10. 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.

  11. thanks @hemeac :D

    On other news:

    I think I might have to readjust the config's volume for most engines and probably re-master the provided sounds to be more louder and more akin to what stock loudness was.

    some engines specially smaller ones are too quiet because when I created these sound effects I didn't had any intention of making a Volume Normalizer as a feature.  I might as well do some more sound effects like more variety in the decoupler area, and custom docking sounds.

    Some more planned features that I intended for RSE will be a separate mod instead eg: Ambient and Music. Making RSE solely for Rockets and Space Ships and not be a feature creep.

    I'll be working on those as soon as I'm done finishing another project on my hands.

  12. 3 hours ago, Karin said:

    how did you define which engines to put in each category?

    I based it loosely on their Purpose (boost stage/vacuum), size of the engine bell and thrust power. For example:
    Engines that are boosters should be Noisy and have like "wind up" sound effects.  basically I looked at the engine, and see if the sound I assigned to it makes sense and if it works. 

    3 hours ago, Karin said:

    but at exactly what thrust I would consider a engine medium and not light

    those actually mean "Light sound, Medium Sound, Very Heavy Sound". and not how heavy the engines are. So like the KE-1 should produce a Very Heavy sound because of its engine bell and power. also based on Saturn V launches. the terms are pretty vague so bare with it ahah. the "weight" classes are more like: "how distorted and bassy the sound is"

  13. @Idleness ok now I know what you guys are referring to, yes I have noticed this stutters on scene changes as well even on a mostly stock based game. (RSE, Restock and some utility mods). it started to grow more noticeable the more RSE becomes closer to being complete. I'm guessing it has something to do with clean up, still not sure how I could mitigate it. it affects everything even if its not being controlled by the mod like say the bird song ambience on KSC and Music. I guess your assumption is right that its probably the game itself, sound mods just make it more noticeable, but I'll still try and find a way to deal with it

  14. 2 hours ago, Karin said:

    It's something related to the option to muffle chatterer because if disabled the spam stops, it happens in 0.5.2 as well as 0.5.3. I didn't launch anything while looking at the log but my guess is the moment the muffle kicks in the spam starts. On the surface of Kerbin nothing happens.

    Your guess is right, only chatterer audiosources are being handled under RSE.LateUpdate(). so there's probably some funky things going on there. don't enable Muffle Chatterer for now until I find a fix. 

    Muffling is always happening once in-flight so it probably relates to chatterer doing something else once in different situations thats why there's no log spam on the launchpad/surface. 

    2 hours ago, Karin said:

    My game sometimes stutter in the VAB and when changing scenes (audio only on scene change) after playing for a while,

    RSE only works in-flight, maybe it has something to do with the same issue above, (when changing from and to Flight Mode)

    thanks for the report :)
    EDIT: @Karin i was trying to reproduce your bug, i didn't get any Null Exceptions until I enabled the "Use per-vessel Settings" on Chatterer. Did you have that enabled?

    EDIT2: I think i fixed it. gonna be on the next update. but if you can't wait you can grab the current .dll here: https://github.com/ensou04/RocketSoundEnhancement/tree/master/GameData/RocketSoundEnhancement/Plugins

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