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


ensou04

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Damn that may be my issue I just recently switched to realfuels. Damn don't want to lose either mod both awesome in there own way. Hope this will be an easy fix!

Is it doing the same with kerbquake?

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I don't require pics/vids to get me to try new mods, but unfortunately it seems like the flash/bang is all but required in order avoid 'warning shots' from the 'faces' here...

"Video has been removed by user"

Both of them return this.

Just an FYI.

Cheers and great work!

Looking forward to 'hearing' your next-big-thing!

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I don't require pics/vids to get me to try new mods, but unfortunately it seems like the flash/bang is all but required in order avoid 'warning shots' from the 'faces' here...

"Video has been removed by user"

Both of them return this.

Just an FYI.

Cheers and great work!

Looking forward to 'hearing' your next-big-thing!

I deleted the video sorry bout that, Im going to upload a new version later :D

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Alright after debugging with Realfuels, my hunch was right. it was the EngineThrust method that was messed up:


foreach (Part part in vessel.parts) {
foreach (PartModule module in part.Modules) {
if (module.moduleName.Contains ("ModuleEnginesFX"))
{
ModuleEnginesFX e = module as ModuleEnginesFX;
if (e.isOperational)
{
engineThrust += e.finalThrust / 1000f;
}
if (engineThrust > 0)
doEngineThrust = true;


} else if (module.moduleName.Contains ("ModuleEngine"))
{
ModuleEngines e = module as ModuleEngines;
if (e.isOperational)
{
engineThrust += e.finalThrust / 1000f;
}

if (engineThrust > 0)
doEngineThrust = true;


}
}
}




if (engineThrust > 0 && doEngineThrust) {
engineAccel = Mathf.Abs(((engineThrust / vesselMass)*0.1f) - vesselAcceleration) + engineThrust;
vResist += engineAccel;
} else if (engineThrust <= 0) {
doEngineThrust = false;
}


Now I tried disabling this, the mod worked as expected, but oddly enough, after putting in a fake EngineThrust value. it stopped working again so I removed it. Another odd thing is that, thats the almost exact same code from Kerbquake and Kerbquake works just fine with real fuels.

What happened next has been baffling me all morning

Now my SoundFX Method is throwing null exceptions which is odd because I just reverted the thing back to when I first disabled the engine thrust and it worked just fine back then:

        
void SoundFX (FXGroup fx, float volume, float volCtrl, float spread, bool play) {
if (!gamePaused && !fx.audio.isPlaying && play == true) {
fx.audio.Play ();
fx.audio.volume = (Mathf.Clamp(volume,0,1f) * volCtrl) * masterVolume;
}else{
fx.audio.volume = Mathf.Clamp(volume,0,1f);
}
if (play == false ) {
fx.audio.Stop();
}
fx.audio.spread = spread;
}


void SoundFX(FXGroup fx, bool play)
{
SoundFX (fx, 0, 0, 0, play);
}

-------------example of How it is used inside Update()--------------

if (vResist > 0.5) {
SoundFX (smallRattlesGroup, (vResist - 0.5f) / 4f,rVolCtrl, 90f,true);
} else {
SoundFX (smallRattlesGroup,false);
}

Im really out of ideas so dont play this mod with Realfuels or anything that changes engine functionality. Not until I come up with a solution for this. Right now im thinking of rewriting the mod entirely and come up with a better system

Edited by ensou04
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Just thought I'd drop by to see how the development is going. Still going strong I see! You've almost inspired me to attempt to make a mod myself, but I have no idea where to start xD

Its doing fine, but not much progress with the Incompatibilities with RealFuels.

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Its doing fine, but not much progress with the Incompatibilities with RealFuels.

Oh right.. Well, if you can't get the compatibility, you might just have to leave RealFuels behind, as hard as that would to be :(

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Hey @ensouensou, I'm enjoying this mod in 1.0 no issues so far, not a single NRE.

Now that heat management is becoming a challenge for everyone, how's your Alarms mod going?

Edited by Enceos
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This + Chatterer + Collision FX makes this game insanely fun. The camera shake and air rumble now in stock blend perfectly.

My only improvement would be to tone down the internal rattling a little bit or make it adjustable per-craft (per capsule type?) A high-performance jet shouldn't rattle around the same as an old capsule coming in hot... ;)

[edit] Oh -- there are some settings! I can tune it to my taste.

Edited by Beetlecat
oh! settings!
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Hey @ensouensou, I'm enjoying this mod in 1.0 no issues so far, not a single NRE.

Now that heat management is becoming a challenge for everyone, how's your Alarms mod going?

+1 I hope that this mod will be updated any time soon :)

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Occasionally, this mod is throwing thousands of exceptions, making my framerate drop to 7-8fps and eventually to crash. I understand is not updated for 1.0 though, I wonder if we could expect an update for this mod, because it's really good and I can't imagine IVA without it anymore...

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I ask myself if this mod is an ingenious way to detect problems with part clipping, colliders colliding, phantom forcing ...... some designs that showed strange behaviour also emitted screechy sounds ...

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Hey, has anyone tried both ShipEffects and this? I haven't used ShipEffects since the 1.0.2 update, waiting for it to show on CKAN (probably on new release?).

It's magic like the perfect match. Can't wait for that mod to solve the issues with jets and multi mode engines. Then oh god IVA will just be too good :cool:

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Well I am getitng so masive amount of errors with this on 1.0.2



NullReferenceException: Object reference not set to an instance of an object
at ShipEffects.SEMaster.Update () [0x00000] in <filename unknown>:0

No idea what its from. Hopefully an update is in the works?

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