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[WIP][1.0.4] AnimationSounds


anxcon

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download: [Defunct link removed by a moderator]

source: in zip

license: CC-BY-NC-SA

was tired of animations not making sounds

for the moment no sounds are included, i'm bad at finding sounds, and sounds is one place to not cheap out on

so asking for the community to help :) any should be something others would like to hear, nothing stupid, lala

extra props to if the sound brings realism! also pay attention to licenses XD

config side is easy

@PART

[*]:HAS[@MODULE[ModuleAnimateGeneric]]

{

MODULE

{

name = ModuleAnimationSound

fileMoving = AnimationSounds/moving

fileStop = AnimationSounds/stop

loopMoving = true

}

}

basicly a sound plays when the animation is moving (optional looping), and another the moment it ends (stop)

just toss the sound files in the folder, name it in the cfg, replace the * in @PART

[*] with part name, start ksp

Edited by James Kerman
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Can this ModuleAnimationSound be added to any part the has animation but don't always use ModuleAnimateGeneric like the landing legs use ModuleLandingLeg ?

not currently, but i'll look at expanding to that :) it will work on anything that inherits ModuleAnimateGeneric for its own module type as some mods do, a list of those can be made as i or others run into them, mostly wanted to get the animation bit out since so many parts use it, yet no sounds :(

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I used the MagicSmokeIndustries sound effect for it. Kinda strange downloading a sound-mod that doesn't even have a sample sound effect. I couldn't find anything for the other defined sound so I just set it to an empty sound file I had hanging around.

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Hello! I can't make it work, please help me.

1) I have a sound record called "sound_1.wav" and a part called "test_part".

2) I put "sound_1.wav" into GameData\AnimationSounds.

3) I change AnimationSounds.cfg, so it looks like:

@PART[test_part]:HAS[@MODULE[ModuleAnimateGeneric]]

{

MODULE

{

name = ModuleAnimationSound

fileMoving = sound_1/moving

fileStop = sound_1/stop

loopMoving = false

}

}

But nothing happens.

Am I doing everything right?

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You should be able to use wav files as well. Technically, anything that KSP loads up should work. I'm unsure what the inspiration was to set it up like "sound_1/moving" unless you were trying to imitate the old stock behavior for defining engine sounds and such.

That does lead to the question about how one might use those internal sound effects in a mod like this, but I don't see how any of those sounds would actually fit the bill, so to speak.

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Great to find that there is one plugin for this animation sound. Going to try it for one of my own features for a shuttle. Hope it will work.

But what I would need from this plugin is. The animation will have someting like 10 sec. First 5 sec is the animation the rest is a blank time.

And what about if I have only a sound file that has 3 seconds ? Do I need to use some sound editor program and prolong that sound file from 3 to 10 sec ?

And just to be sure that sound will start playing when I click on the ship to for example lower gears and it will stop after the gears are lowered right ?

Thanks

Edited by Jovzin
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tested *.wav *.ogg both work, not sure what other formats ksp will take as they weren't on this computer, and thats a ksp ability, mods just give location/filename, first file to fit of a valid extension is what ksp uses :)

But what I would need from this plugin is. The animation will have someting like 10 sec. First 5 sec is the animation the rest is a blank time.

And what about if I have only a sound file that has 3 seconds ? Do I need to use some sound editor program and prolong that sound file from 3 to 10 sec ?

what happens in ksp

1) you have a part using ModuleAnimateGeneric

2) you select part and press open/close whatever to start the animation

3) the "moving" sound is played, if you set loop to true it will loop as long as the anim is still moving

4) when anim is done, "moving" stops playing, "stop" is played once

the sounds also optional, use one or both, simply don't put that line in the cfg :)

so for a 10 sec anim, 3 sec file, loop false should play it just once, seconds 4-10 should be silent (else bug)

if you have 1 second file, want sound for 3 seconds, silence for 10, then currently no, its loop or no loop

i might be able to add a loop count (no idea) if its acually needed by someone

Edited by anxcon
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tested *.wav *.ogg both work, not sure what other formats ksp will take as they weren't on this computer, and thats a ksp ability, mods just give location/filename, first file to fit of a valid extension is what ksp uses :)

what happens in ksp

1) you have a part using ModuleAnimateGeneric

2) you select part and press open/close whatever to start the animation

3) the "moving" sound is played, if you set loop to true it will loop as long as the anim is still moving

4) when anim is done, "moving" stops playing, "stop" is played once

the sounds also optional, use one or both, simply don't put that line in the cfg :)

so for a 10 sec anim, 3 sec file, loop false should play it just once, seconds 4-10 should be silent (else bug)

if you have 1 second file, want sound for 3 seconds, silence for 10, then currently no, its loop or no loop

i might be able to add a loop count (no idea) if its acually needed by someone

Hello,

Thank you very much for the info.

I think I will do it that I will edit that sound file to be a bit longer.

What I need is to have the sound play for those first 5 or so sec and then to be silent for another 5 sec. But maybe it would not be needed.

I am still thinking how to do the animation so it will be doing its thing for 5 sec and the rest 5 sec it should be still/not doing anything and it will start all over again.

Sorry I would love to give you more info but I am waiting for confirmation that this animation will work in Unity and in KSP. Currently it is only working in Maya :D

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