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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6


ensou04

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Would you be able to add a setting or reduce/stop the logging done by the mod? My log is spammed with mass is and g pulled. Leading to a massive slowed down in my game. Love the mod, but can't use it with all the logging. Has this been reduced in the newest version?

Thats not supposed to happen, what version are you using? I had the latest version's (0.2.1) debugging settings disabled and no one can enable them unless they have the source and recompile it.

That is just awesome!:D

Also +1 for docking sounds :)

Master Alarm was a part of very useful Caution and Warnings System - something like that would be very cool e.g. for Raster Prop Monitor. I hope that somebody will implement this system.

EDIT: But I HAVE NO IDEA How docking sounds like ; A;

Thanx~ I'll try what I could do

Edited by ensou04
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Thats not supposed to happen, what version are you using? I had the latest version's (0.2.1) debugging settings disabled and no one can enable them unless they have the source and recompile it.

EDIT: But I HAVE NO IDEA How docking sounds like ; A;

Thanx~ I'll try what I could do

It sounds like "ssswwooososososohososhsshooooooclank...brvvvvvv"........... Best example ever :D

If you set the alarm to go off at 5gs, you're gonna have to make it configurable. Nearly all of my craft (even my massive ones) can pull a 5g turn using FAR, so the alarm would be going insane at me, haha.

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It sounds like "ssswwooososososohososhsshooooooclank...brvvvvvv"........... Best example ever :D

If you set the alarm to go off at 5gs, you're gonna have to make it configurable. Nearly all of my craft (even my massive ones) can pull a 5g turn using FAR, so the alarm would be going insane at me, haha.

Ahah win example. And ofcourse im going to setup configs for the alarm system. as usual I want things to be easily customized.

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EDIT: But I HAVE NO IDEA How docking sounds like ; A;

Thanx~ I'll try what I could do

Xenro66's onomatopoeia is pretty good. There is a locking mechanism that activates upon contact, I guess a servomechanism.

First there's a slight bump of the vessel contact, then a strong deep "clack" and then the motors work to tighten the seal and lock the vessel in place. It can be followed with another clack. You can add a hissing sound of pressure equalization at the end such as this one.

Chatterer has one sound effect for going on EVA but it's not very good or detailed.

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EDIT: But I HAVE NO IDEA How docking sounds like ; A;

Thanx~ I'll try what I could do

@ensouensou Can you edit the sounds? Like pitch, echo, duration, fading in/out? If so, I have some nice sounds up my sleeve if you are willing to mix them: air decompression and such.

Grab it here

Also check out the freesounds.org site, good source for many sound endeavors.

Edited by Enceos
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@ensouensou Can you edit the sounds? Like pitch, echo, duration, fading in/out? If so, I have some nice sounds up my sleeve if you are willing to mix them: air decompression and such.

Grab it here

Also check out the freesounds.org site, good source for many sound endeavors.

I used clips from freesounds.org as well as sounds(synthesized) created by me and also I edited and enhanced all the sounds to fit my needs. Thanks for this man!

Immersion mods are my favorite. Real nice job. Now all we need is for KerbQuake to work with RealChutes.

thanks! lets hope it gets updated

Just a headsUp

I've been doing alot of reworking on the mod, things are going very well. Sounds are now more Wide so they dont seem like they all are coming from behind. *thank you Unity Documentation*

So far the rattles, vibrations and rumble sounds are running good, very responsive as well. doesnt take as much ram anymore, I changed how they are played, instead of playing all at once with Zero Volume, they will only play when a Curtain Velocity is reached (i also did my own math instead of using the default one for Gravity, now it disregards the Constant Gravity).

Thrust are now very responsive, they will also ease out when the final expected Velocity is reached by grabbing the difference between the calculated a=f/m and the actual Acceleration (has bigger difference in bodies with atmospheres). they'll still make your ship rattle a bit even if you reached the final velocity.

Added angular velocity to the equation as well, so if your ships are spinning it'll make sounds :D

I still have to figure out how to play sounds during docking success

Edited by ensou04
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Thats not supposed to happen, what version are you using? I had the latest version's (0.2.1) debugging settings disabled and no one can enable them unless they have the source and recompile it.

Latest version tried again today still be spammed in logs. I'm on linux x64 if at all relevant.

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I gotta hand it to you, ensouensou (well, that wasn't half-hard to spell,haha)... You're really going all out on this, and I just have to thank you for it. I've probably used IVA more in the past few days than I have ever used it since I got this game. This and KerbQuake just go hand in hand, noooo doubt about it. Just go IVA, re-enter the atmosphere with some epic music and Euphoria will be achieved. :D

I'm even using it so much that I'll try to do most of my missions in IVA (if it doesn't require me to see my surroundings very well). It's a shame that the Mk2 cockpit is really hard to see out of, the Mk1 (inline) and the Mk3 have no interior and the standard capsule only has a tiny square window :(

Edit: That's it, RasterPropMonitor is being added onto my expanding list of mods, just for more immersion haha.

Edited by Xenro66
Grammar correction.
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Latest version tried again today still be spammed in logs. I'm on linux x64 if at all relevant.

Oh I havent tested this on 64 bit and also, what kind of log, there should not be even one log except for when you initially start "it will log the settings once"

All debug.logs are commented out. can you send in the ksp.log ?

But it does work with Realchutes... I use both mods without any problems.

OHH i SHould try this aswell

I gotta hand it to you, ensouensou (well, that wasn't half-hard to spell,haha)... You're really going all out on this, and I just have to thank you for it. I've probably used IVA more in the past few days than I have ever used it since I got this game. This and KerbQuake just go hand in hand, noooo doubt about it. Just go IVA, re-enter the atmosphere with some epic music and Euphoria will be achieved. :D

I'm even using it so much that I'll try to do most of my missions in IVA (if it doesn't require me to see my surroundings very well). It's a shame that the Mk2 cockpit is really hard to see out of, the Mk1 (inline) and the Mk3 have no interior and the standard capsule only has a tiny square window :(

Edit: That's it, RasterPropMonitor is being added onto my expanding list of mods, just for more immersion haha.

Thank you so much! well its fun! I never had a finish program before and I randomly just decided to make this mod because i couldn't wait any longer for someone to write it. NO REGRETS AHAH

True, mk2's windows are too high. You should try NearFutureShip(cant remember correctly) they have a cockpit with big windows :D and also bigger Screens for RasterPropMonitor. Oh btw, the last 'ensou' on my name is silent xD

@Encous

I got the sounds, thanks for this raw assets but I dont know what to use them for

Edited by ensou04
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Oh I havent tested this on 64 bit and also, what kind of log, there should not be even one log except for when you initially start "it will log the settings once"

All debug.logs are commented out. can you send in the ksp.log ?

Here is the in depth log for linux. This was done on my test install with minimal mods so I am positive is is not any interaction. with a mod. For the test all I did was launch a plane and leave it on the runway.

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Here is the in depth log for linux

. This was done on my test install with minimal mods so I am positive is is not any interaction. with a mod. For the test all I did was launch a plane and leave it on the runway.

you were right, for some reason the debug.logs are running even if they are disabled. can you wait for the next update? for good house keeping, i'll delete the debug.logs instead of commenting them out this time

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What a superb work, Ensou and everyone else who's helping with it! :) Thank you very much for this mod.

I've tested it with Muffler, and they're kinda compatible: Muffler muffles (!) every sound effect according to the current atmosphere level, but that means the IVA sounds get muffled as well.

Personally, this isn't a problem for me. I like the results, but I don't know how differently the IVA sounds are affected in our world.

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What a superb work, Ensou and everyone else who's helping with it! :) Thank you very much for this mod.

I've tested it with Muffler, and they're kinda compatible: Muffler muffles (!) every sound effect according to the current atmosphere level, but that means the IVA sounds get muffled as well.

Personally, this isn't a problem for me. I like the results, but I don't know how differently the IVA sounds are affected in our world.

thanks man! the new version im working on "which will be released today or tomorrow" is WAY more better and also alot more kinder with the computer

in real life, sounds inside the cockpit stay the same. imagine riding a car and the only sound you'll hear are the muffled engine, and the tire's friction over the ground. but your dashboard, sits and windows vibrate accordingly aswell.

I watched a couple of cockpit video footage its kinda the same.

I imagine even if after breaking the sound barrier, the air particles smashing towards the fuselage should still create sounds inside the cocpkit

Edited by ensou04
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you were right, for some reason the debug.logs are running even if they are disabled. can you wait for the next update? for good house keeping, i'll delete the debug.logs instead of commenting them out this time

Thanks for the help I am excited then if you can fix it in the next update. I tried kerb quake and, it does work with realchutes so, I retract my previous statement. This will be ultimate IVA till atmosphere sound overhaul gets updated. Thanks again!

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NEW UPDATE!

UPDATE 0.2.3

  • Code Re-write, alot more stable, better calculations and ram/cpu friendly
  • Better Dynamics response, now takes into account Rotation, Atmosphere Pressure and DeltaV differences (calculated and actual)
  • Removed old stress sounds. going to be replaced with a better system
  • Engine Response is now more realistic because of better Dynamic response. rattles caused by the engine will ease out when final velocity is reached.
  • Audio widen with Unity 3D Audio

Next Update:

Brand new Alarm System, Docking sounds! And a new fuselage Stress Sounds!

Edited by ensou04
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It works much better now. One thing I have noticed though is I have a probe core falling and when I open my parachute, again realchutes if that matter, I get the metallic shake/rattle sound while not IVA and obviously with a probe core. IS this intended that some sound happen with probe cores and while not IVA. Thanks for the update and fix really enjoying the mod now!

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It works much better now. One thing I have noticed though is I have a probe core falling and when I open my parachute, again realchutes if that matter, I get the metallic shake/rattle sound while not IVA and obviously with a probe core. IS this intended that some sound happen with probe cores and while not IVA. Thanks for the update and fix really enjoying the mod now!

That sound was intended, its going to be a new feature on the next update as well "was meant to be a subtle hint". third person sounds! Those are not the Rattle sounds though, its the Thump Sounds. its the sounds that both you the IVA and the people around you within 100 meter range hears. this is not to be confused with the IVA sounds being enabled in third person though.

I'm excited for this ensouensou!! Thanks for your great work again, and all the best with the new update!

Thanks too! and no problem!

I might end up designing my own muffler as well, as Svm420 pointed out, I intentionally had one sound in particular audible in thirdperson.

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Looky! I INTRODUCE YOU THE

SEASys (ShipEffects Alarm System)

So i've been thinking about how the Alarm System will work this morning and I started fiddling around. I got this, its not yet complete. the other indicators dont work yet except for the HIGHG one. And it does make alarm sounds.

I have a vague idea how Master Alarm Works so what are your thoughts on this? How will I make this behave? "going to add TAC support as well once I now exactly How this thing works". I had the idea of when you click it they will mute, but will still Light Up.

screenshot2.png?dl=1

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