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Posts posted by ensou04
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5 hours ago, Beetlecat said:
Now, it's only that weird default staging sound that still lingers.
actually, you can change it now with my mod its one of the first things i implemented. i just didn't put sounds for this on the vids cuz i havent made anything for it yet.
SHIPEFFECTS_SOUNDLAYERS { nextStageClip = sound_click_tick cannotSeparateClip = failSeparateClip }
EDIT:
Ok after reading back on the thread there seems to be a consensus that people want to disable staging sounds entirely. so I made an option for it. should it be disabled by default? -
Just Another Rover Wheel Sounds Mod™
Plane Take off and Landing:
on another note, you can check out the source on Github now while im still finishing up the sounds and patches. https://github.com/ensou04/RocketSoundEnhancement
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Getting closer to v0.5 release
- Implemented a rudimentary Audio Muffling, not as powerful as Audio Muffler Redux, it doesn't do audio culling. but its very lightweight.
- All engines are now patched except for Jet Engines (just needs restock compatibility, jets will be done later)
- New Physics Based SFX, Currently working on adding more eg: impacts
- Sound Handling now supports Stereo Spread.
New Settings
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@Electrocutor All of stock engines, they're all done. I just need to add compatibility for Restock now. we'll add mod engines later
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Testing out some big sounds for heavy engines like the KE-1. also features the new decoupler sounds
Also on a side note, @CobaltWolf had asked back then if we can do "Bwoop" Sounds on ignition which is possible using loop points on the samples as demonstrated here. I just have to find a good recording of that and make a sample set
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Getting Ready for 0.5.0 Release, started working on the sound effects as the Plugin is done for the most part.
Here's a Launch Test featuring Sounds for Extra Large Engines
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RSE Engine module now functional, started experimenting with crossfading between sound samples on thrust. I also just recently discovered that Unity3D supports loop points so i used it on this. now engines can have an "initial" sound before the actual loop begins on thrust.
RSE_Engine is a replacement for the AUDIO node on EFFECTS, Allows us to easily layer sounds. also makes it easier to deal with engines that only uses ModuleEngines.
Here's what the Config looks like:SpoilerMODULE { name = RSE_Engines moduleID = Mainsail_V2 //Unique Identifier for this part module engineID = engineID //if using multimode engines or if engineID is available RUNNING { SOUNDLAYER { name = ThrustHigh audioClip = RocketSoundEnhancement/Sounds/Engines/RSE_Liquid_Large_High loop = true channel = ShipBoth volume = 0.0 0.0 volume = 0.66 0.0 volume = 1.0 1.0 pitch = 1.0 } SOUNDLAYER { name = ThrustMid audioClip = RocketSoundEnhancement/Sounds/Engines/RSE_Liquid_Large_Mid loop = true channel = ShipBoth volume = 0.0 0.0 volume = 0.33 0.0 volume = 0.66 1.0 volume = 1.0 0.0 pitch = 1.0 } SOUNDLAYER { name = ThrustLow audioClip = RocketSoundEnhancement/Sounds/Engines/RSE_Liquid_Large_Low loop = true channel = ShipBoth volume = 0.0 0.0 volume = 0.33 1.0 volume = 0.66 0.0 volume = 1.0 0.0 pitch = 1.0 } } ENGAGE{} DISENGAGE{} FLAMEOUT{} }
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@JadeOfMaar thanks! it worked but it still ignored Kerbals for some reason , the wheels blacklist works just fine. so I just did @PART[kerbalEVA*] as a temporary fix, its not elegant but that worked a treat. Kerbals don't sound like dumpsters now. lets just hope there's no real parts that has kerbalEVA in its name
EDIT:
i missed this, maybe i should have tried this as well:@PART[*]:HAS[@MODULE[KerbalEVA]] { ..... do something here }
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caught it just now, thanks also hope you caught my edit lol
UPDATE:
ok so i did just that, there were no errors but, the collision module still gets applied to the kerbals. i'll just deal with it later@PART[*]:HAS[!MODULE[ModuleWheelBase]|!MODULE[KerbalEVA]|!MODULE[ShipEffectsCollisions]] { MODULE { name = ShipEffectsCollisions } }
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12 minutes ago, Stone Blue said:
@ensou04 sorry if this is a stoopid question, but have you tried three seperate patches, instead of all three, in one?
I'm prolly not understanding the MM logic there, but to me it looks like *all* three of those module conditions need to be met at once, for patch activation? vOv
Like, you have NOT... not NOT/ORTBH thats probably why, because i have no idea how MM works. as i understood it as "filter out parts that contains Any of these modules"
so i'll try that now and see what happens
In hindsight i need sleep, if i separate them: then the first one will run and add the module to the next modules that are supposed to be blacklisted. -
@linuxgurugamer here it is. i am definitely missing something here
@PART[*]:HAS[!MODULE[ModuleWheelBase],!MODULE[KerbalEVA],!MODULE[ShipEffectsCollisions]] { MODULE { name = ShipEffectsCollisions } }
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2 hours ago, RyanRising said:
Oh boy, that is wonderful! Even if everything does sound like dumpsters, it's still adding so much to the experience.
Will there be an ability to modify the sounds with atmosphere depth, essentially replacing what Audio Muffler did back in the day, or is that outside the scope of this rewrite?
Yes, definitely one of the plans is to do my own audio muffling and silencing stuff. like say muffling exterior sounds when you're in IVA. I still have to figure out how to deal with sounds that's not running on RSE though like explosions or stock sounds.
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Collisions now working, everything sounds like dumpsters lol. started experimenting on Pitch being affected by Mass with is own FXCurve: massToPitch.
ShipEffects now works on a per-vessel basis instead of just adding sounds to the current active vessel. Also added a new controller GroundSpeed, so we can add sound effects to rovers going about
I'm not exactly sure why the code detects collisions on the kerbal itself though, kerbals are supposed to be blacklisted from the Collisions PartModule. I have to fix the MM patch at one point. hmmmmmmm
Also added Custom settings options
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Progress on ShipEffects Integration.
This is a complete rewrite from scratch. Its way more elegant, fast and highly customizable with SoundLayers via Config instead of being hardcoded.
Now features sensible Controls: Acceleration, Jerk, Airspeed and Heat
- Acceleration: Basically G Forces (m/s^2)
- Jerk: Change in Acceleration (m/s^3)
- Airspeed: Atmospheric Velocity (m/s)
- Heat: External Vessel Heat (Kelvin)
They control Volume and Pitch Curves, and decides which one to play if the conditions are met.
SOUNDLAYER { name = Metal_Stress audioClip = RocketSoundEnhancement/Sounds/metalstress loop = true channel = ShipBoth //ShipInternal, ShipExternal, ShipBoth control = Acceleration //Acceleration, Jerk, Airspeed, Heat, None volume = 0.0 0.0 //control value volume = 40.0 0.0 volume = 100.0 1.0 //At 100m/s^2, set the volume to 1 pitch = 1.0 }
I'm gonna start working on collisions next. and maybe update the git page soon. but not now, I still have a lot of work to do
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13 hours ago, evileye.x said:
Because unfortunately Smokescreen / RealPlumes make so much perfomance hit...
RSE never had to rely on realplume and smokescreen in the first place, the only reason I did was so we could apply sounds to as many engines quickly (piggy-backing on RP's configs). real goal was to do per-engine configs.
On 9/21/2020 at 5:58 AM, RyanRising said:I know it’s off-topic, but I’ve been using a continued version of ShipEffects on 1.10.1. Should I be worried?
i dont think so, ShipEffects is only an aesthetic so its safe to remove/replace
On 9/21/2020 at 12:27 AM, linuxgurugamer said:Sounds great. Let me know when you release the new rewrite, and I'll discontinue my adoption at that time
Thanks for keeping it updated man, i'll let you know. also I have a memory that you used new sounds for ShipEffects Continued? Do you mind if we merge some of those to RSE?
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So i've already went back to coding RSE. I still have to work on new sound effects and have to do a complete rewrite of ShipEffects.
I'll definitely will need help later on working on engine configs once the sounds and plugins are done. so any volunteers are appreciated.
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On 7/9/2020 at 3:32 AM, Bej Kerman said:
Well that aged well... Just a request for mod adoption.
i really don't recommend anyone to use or update this mod as it currently is. its very janky and CPU intensive with all those sound filters being used.
The announcement of KSP2 really demotivated me to continue working on this. but it seems like that wont be around anytime soon. so Here's a roadmap. NO PROMISES. I only really do this as my past time when I feel like it, and when i'm not occupied with my work. Coding is only a hobby for me so i only do it from time to time.
QuoteRocket Sound Enhancement Road-map
Goals:
Create a simple sound effects module that has no dependencies besides Module Manager (For Default Sound Library).
Create a Universal Default Sound Library of the most common rocket sounds based on the following:
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Nozzle Size
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Propellant Type
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Low, Mid, High Thrust Power
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Consistent Loudness for all sounds that Makes sense (no more deafening RCS and Small Engines)
Rewrite and Integrate my old mod “ShipEffects” and make it easily configurable.
Approach EVE style, make it easier for other people to make their own Sound Effects Mod using RSE Plugin as a Dependency.
Provide RSE Default Sample Library as separate download.
Sound Modules (Per Part)
Commons
Volume Curve
Pitch Curve
ADSR Curve
Sound Layers (Oneshot, Loop)
ModuleSoundEngines
Thrust Power
Engage
Disengage
Burnout
ModuleSoundEvents
Docking
Stage (Decouple/Launch Clamps)
Ship Effects (Per Active Vessel)
Airspeed
Re Entry
Jerk/Jolt
Linear and Angular Acceleration
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@linuxgurugamer yes this project is not abandoned, just currently super busy but i'll get onto dev for it soon enough
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11 hours ago, woeller said:
Will it be possible to add engine sounds via configs so that mods will benefit as well?
Yep, it'll act as a library of sounds with its own audio handler plugin meant to replace stock's.
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On 2/4/2019 at 4:19 PM, Cheesecake said:
@ensou04Is this mod only working with smokescreen/realplume? because some mods like Bluedog uses the new stock-plumes too.
For now it is. later updates will have per-engine configs instead of relying on RealPlume/SmokeScreen, the dependency is temporary so I can test sounds, effects and features more quickly.
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5 hours ago, Jesusthebird said:
That engine looks fantastic! Im not a diehard kspi fan...so will you be adding in your own resource definition/tanks?? Would it be possible to make it LFO or LH2/O compatible if we dont have kspi installed??
this isnt using KSPI. only Community Resource Pack.
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STAR HORIZONS INDUSTRIES DEVELOPMENT THREAD
Current: Sci-Fi Engines
Engines from "relatively" realistic films and shows. All stats and performance are not final.
Parts list:
SpoilerHE-1 "Eilanda" Fusion Engine - (Epstein Drive)
Multi-mode Fusion Engine. This is the most powerful and efficient End-game Engine from this Parts Mod.
Size: 5.00m (3.75m Compact) Weight: 35t (dry) Stored Fuel: 200 units Fusion Pellets #Fusion Mode (Vacuum) Isp: 550,000s Thrust: 990kn Fuel: Fusion Pellets #Tea Kettle Mode (Atmosphere Capable) Isp: 1000s Thrust: 3700kn Fuel: Fusion Pellets + LFO
To-do List
- Smaller 2.5m "Eilanda" Engine
- Pre-"Eilanda" Fusion Engines
- Plasma Chemical Rocket Engines (From Interstellar)
- more engines i guess
HEAVY WIP/PREVIEW:
Star Horizons Industries: Sci-fi Spacecrafts (Imgur)
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4 hours ago, Kradgger said:
Got a bit of an issue over here, I'm getting the boom sound on second ignitions, as opposed to first ones. For example let's say I launch a Mainsail and the usual fizzle sound plays, but if I reignite it mid-flight then the boom sound plays. Anyways, amazing mod! Keep up the great work!
that was the goal. it has a slight timeout but that's working as intended
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Engine Oomf Update | Version 0.4.0 is released!
Download: https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.4.0
added one shot samples to most lower stage engines.
[1.12.3] Rocket Sound Enhancement - Plugin: v0.9.6 - 07/09/22 | Config Pack: v1.2.4 - 07/09/22
in KSP1 Mod Development
Posted · Edited by ensou04
Thank you
Well the engine sounds I have already have Blasts and some "swhoop" sounds on some of them but I guess I could work on it further?
I meant I haven't done any sound effects for the jet engines yet so they'll be left alone. although I do have patches for the RAPIER so that might overlap with Jet Sounds Updated
That is very much possible so I'll put that on the plan list, might as well compose some music and ambient sound effects. thanks for the idea!