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ensou04

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Posts posted by ensou04

  1. 2 hours ago, Me.hasOwnProperty isHappy said:

    Awesome work, system's blaring now!

    Found this video with turbo-driven engine start-up. Sound is pretty clear. What do you think about implementing something similar to these woop and blast sounds?

    Thank you :D

    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?

     

    2 hours ago, Me.hasOwnProperty isHappy said:

    Does that mean that the sound of the engine itself will be altered too?

    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

     

    2 hours ago, Me.hasOwnProperty isHappy said:

    One more question, do you consider also adding background music and sound effects when landed at different biomes? Like snow crackling, wind, water splashes, etc.

    That is very much possible so I'll put that on the plan list,  might as well compose some music and ambient sound effects. :D thanks for the idea!

  2. 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?

    o8HWt44.png

  3. 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

    vkLtyS2.png

     

  4. 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 :)

     

  5. 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:

    Spoiler
    
    
    
    MODULE
    {
    	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{}
    	
    }

     

     

     

  6. @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
    }
  7. caught it just now, thanks :D 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
    	}
    }

     

  8. 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/OR

    TBH 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 :D
    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. 

  9. 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.

  10. 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

    KsFoKKe.png

     

     

  11. 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

     

  12. 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?

  13. 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.

    Quote

    Rocket 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:

    • Nozzle Size

    • Propellant Type

    • Low, Mid, High Thrust Power

    • 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

     

  14. 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.

  15. STAR HORIZONS INDUSTRIES DEVELOPMENT THREAD

    Current: Sci-Fi Engines

    Engines from "relatively" realistic films and shows. All stats and performance are not final.

    Previews/Pictures (Imgur)

    Parts list:

    Spoiler

    HE-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)

     

  16. 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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