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[1.12.3] Rocket Sound Enhancement - Plugin: v0.9.6 - 07/09/22 | Config Pack: v1.2.4 - 07/09/22


ensou04

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  • 1 month later...
Posted (edited)

Since update when using  RSE - default, engines have no sound at all, when rse default is disabled and I'm only running RSE, engines have sound but no longer have mach effects from camera position, only from vessel fly by in camera tools

Edited by NovaAtlas420
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Posted (edited)

Nice mod, kudos and thanks to all the author(s)!

A question, though, is there a problem with Ion Engines? They have no sound!

EDIT: I removed RSE and the problem persisted, so I get it's from KSP itself.

But, how come there is no RSE profile for ion engines?

How can one make them?

Edited by jlcarneiro
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Posted (edited)

Hi! Is there a way to add the propeller sounds (going from low > high rpm) directly to the rotors? My issue is that Ive built a couple of helicopters but they dont actually produce the blade/propeller noise as the blades and props arent directly connected to the rotor. If I attach blades directly to the nodes on the rotors they do play the sound though. 

I had a look in the configs and I figured I would simply replace this part:

@PART[rotor_01,rotor_01s]:FOR[RocketSoundEnhancementDefault]      //  EM-16 Light Duty Rotor
{
    MODULE
    {
        name = RSE_RotorEngines
        volume = 0.35

        Motor
        {
            SOUNDLAYER
            {
                name = ElectricMotor_Small-300hz
                audioClip = RocketSoundEnhancementDefault/Sounds/ElectricMotors/ElectricMotor_Small-300hz

                loop = true
                spread = 0.3
                spool = true
                spoolSpeed = 0.16
                
                volume = 0.0 0.0
                volume = 0.25 1.0

                pitchFC
                {
                    key = 0 0 0 6.14
                    key = 1 3.07 0 0
                }
            }
        }
    }
}

With this (but changing the name of the part to the rotor):

@PART[mediumHeliBlade]:FOR[RocketSoundEnhancementDefault]
{
    RSE_Propellers
    {
        baseRPM = 450
        maxBlades = 8

        volume = 0.0 0.0
        volume = 0.75 1.0

        SOUNDLAYER
        {
            name = Heli_Blade_Small_450-2b
            audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-2b
            loop = true
            spread = 0.5
            
            volumeFC
            {
                key = 0 0 0 0
                key = 0.1 1 0 0
                key = 0.25 1 0 0
                key = 0.5 0 0 0
            }
            pitchFC
            {
                key = 0 0
                key = 0.5 2
            }
        }

        SOUNDLAYER
        {
            name = Heli_Blade_Small_450-4b
            audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-4b
            loop = true
            spread = 0.5
            
            volumeFC
            {
                key = 0.25 0.0 0 0
                key = 0.5 1.0 0 0
                key = 1.0 0.0 0 0
            }
            pitchFC
            {
                key = 0.25 0.5
                key = 1 2
            }
        }

        SOUNDLAYER
        {
            name = Heli_Blade_Small_450-8b
            audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-8b
            loop = true
            spread = 0.5
            
            volumeFC
            {
                key = 0.5 0.0 0 0
                key = 1.0 1.0 0 0
            }
            pitchFC
            {
                key = 0.5 0.5
                key = 2.0 2.0
            }
        }
    }
}

Would this work or am I gonna break some things? 

EDIT: Doing the above worked beautifully! Instead of replacing the entire module I instead simply added the parts labeled "SOUNDLAYER" from the propeller config to the rotor config. This stacks the blade sound on top of the rotor sound which makes it sound a lot better in my opinion.

Edited by Trollkowski
Found solution
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On 5/21/2024 at 3:59 PM, Trollkowski said:

Hi! Is there a way to add the propeller sounds (going from low > high rpm) directly to the rotors? My issue is that Ive built a couple of helicopters but they dont actually produce the blade/propeller noise as the blades and props arent directly connected to the rotor. If I attach blades directly to the nodes on the rotors they do play the sound though. 

I had a look in the configs and I figured I would simply replace this part:

@PART[rotor_01,rotor_01s]:FOR[RocketSoundEnhancementDefault]      //  EM-16 Light Duty Rotor
{
    MODULE
    {
        name = RSE_RotorEngines
        volume = 0.35

        Motor
        {
            SOUNDLAYER
            {
                name = ElectricMotor_Small-300hz
                audioClip = RocketSoundEnhancementDefault/Sounds/ElectricMotors/ElectricMotor_Small-300hz

                loop = true
                spread = 0.3
                spool = true
                spoolSpeed = 0.16
                
                volume = 0.0 0.0
                volume = 0.25 1.0

                pitchFC
                {
                    key = 0 0 0 6.14
                    key = 1 3.07 0 0
                }
            }
        }
    }
}

With this (but changing the name of the part to the rotor):

@PART[mediumHeliBlade]:FOR[RocketSoundEnhancementDefault]
{
    RSE_Propellers
    {
        baseRPM = 450
        maxBlades = 8

        volume = 0.0 0.0
        volume = 0.75 1.0

        SOUNDLAYER
        {
            name = Heli_Blade_Small_450-2b
            audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-2b
            loop = true
            spread = 0.5
            
            volumeFC
            {
                key = 0 0 0 0
                key = 0.1 1 0 0
                key = 0.25 1 0 0
                key = 0.5 0 0 0
            }
            pitchFC
            {
                key = 0 0
                key = 0.5 2
            }
        }

        SOUNDLAYER
        {
            name = Heli_Blade_Small_450-4b
            audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-4b
            loop = true
            spread = 0.5
            
            volumeFC
            {
                key = 0.25 0.0 0 0
                key = 0.5 1.0 0 0
                key = 1.0 0.0 0 0
            }
            pitchFC
            {
                key = 0.25 0.5
                key = 1 2
            }
        }

        SOUNDLAYER
        {
            name = Heli_Blade_Small_450-8b
            audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli_Blade_Small_450-8b
            loop = true
            spread = 0.5
            
            volumeFC
            {
                key = 0.5 0.0 0 0
                key = 1.0 1.0 0 0
            }
            pitchFC
            {
                key = 0.5 0.5
                key = 2.0 2.0
            }
        }
    }
}

Would this work or am I gonna break some things? 

EDIT: Doing the above worked beautifully! Instead of replacing the entire module I instead simply added the parts labeled "SOUNDLAYER" from the propeller config to the rotor config. This stacks the blade sound on top of the rotor sound which makes it sound a lot better in my opinion.

The only problem here is using the :FOR[RocketSoundEnhancementDefault] block. Replace it with :AFTER[RocketSoundEnhancementDefault] so MM only does this if RSE Default is installed.

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  • 1 month later...
On 7/11/2022 at 2:10 PM, ensou04 said:

You can only disable it in RSE's Settings > Advance Settings > Mach Effects and set to zero or Set Muffling Quality to Normal. This will disable Mach Effects entirely though not just remove the Sonic Boom.

You could manually remove the sonic booms in RocketSoundEnhancementDefault/Configs/ShipEffects.cfg by deleting the entire SONICBOOM node

 

I can't seem to recreate this error with ReStock and Near Future Launch Vehicles installed. But I do have a suspicion of what might be causing it and have a quick fix for it.

Thanks! I've been irritated by this because if the camera moves at about the same speed you shouldn't get that kind of boom when you're just inside the shockwave, no?

Edit: altho hm... now that makes even less sense. I still want shockwave sounds but from other objects that I don't follow immediately with my camera. is that even possible?

Edited by Zah
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  • 4 weeks later...

Unkerballed Start adds two engines, the LV-T05 and LV-T10, which are resized versions of the LV-30 and LV-45. Is there anyway to get support for those two engines with this mod? Right now they have no audio.

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47 minutes ago, dylsh said:

Unkerballed Start adds two engines, the LV-T05 and LV-T10, which are resized versions of the LV-30 and LV-45. Is there anyway to get support for those two engines with this mod? Right now they have no audio.

I'll make a note to take a look at it, but in general RSE patches ALL engines according to certain heuristics.  There's probably something else going on and you might want to also ask the owner of that mod and possibly also any mods that configure the waterfall effects.

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I'm having a bit of a sound issue. The new jet engine sounds are cool, but the older ones just won't go away. I tried replacing AUDIO with RSE_AUDIO in the config, but that didn't do the trick. I've looked all over the internet, but can't seem to find a solution. Help :(

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1 hour ago, Lerow said:

I'm having a bit of a sound issue. The new jet engine sounds are cool, but the older ones just won't go away. I tried replacing AUDIO with RSE_AUDIO in the config, but that didn't do the trick. I've looked all over the internet, but can't seem to find a solution. Help :(

Please post your KSP.log and modulemanager.configcache

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i love this mod but i have a problem with jet engine sounds... they're way WAY too loud, enough to give me a headache and consider uninstalling the mod

can we get an additional config page to individual adjust volumes for each sound? (liquid fuel engine, solid fuel engine, jet engine, etc)

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Hi, I'm currently using AtomicTech's RestockWaterfallExpansion which has included Linuxgurugamer's Jet Sounds Updated since this year. 
It seems now that RWE and RSE are in conflict, so I was wondering if a compatibility patch could be released, i.e. when RWE is installed, using their sounds instead of RSE's.
The muffling effect and mach bang are really nice features on this mod

Edit: it seems that JSU/RWE sounds are also unaffected by RSE and are always played at full volume, while other sounds are muffled.

Edited by Nyxilo
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On 7/28/2024 at 1:35 PM, bungling said:

i love this mod but i have a problem with jet engine sounds... they're way WAY too loud, enough to give me a headache and consider uninstalling the mod

can we get an additional config page to individual adjust volumes for each sound? (liquid fuel engine, solid fuel engine, jet engine, etc)

If I am not mistaken, you can change it yourself by editing jet-engines.cfg found in "\Kerbal Space Program\GameData\RocketSoundEnhancementDefault\Configs\Squad". Open the config and change volume value to whatever you like. https://prnt.sc/Pq5TCuw6TW9C

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22 minutes ago, Heller Kerman said:

If I am not mistaken, you can change it yourself by editing jet-engines.cfg found in "\Kerbal Space Program\GameData\RocketSoundEnhancementDefault\Configs\Squad". Open the config and change volume value to whatever you like. https://prnt.sc/Pq5TCuw6TW9C

thank you so much dawg, saved my ear drums from further damage

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Hi, it seems that this mod causes real annoying SE in VAB/SPH after you use the menu to revert to vab. Is it intended or I got it wrong?

edit: nvm, I install it through ckan and I miss the default config file, now its back to normal again.

Edited by JnXYG
solved
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[EXC 13:07:27.668] NullReferenceException
    RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 

Spawning during use of stock engine, here is the full logksp.log

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3 hours ago, jebycheek said:

[EXC 13:07:27.668] NullReferenceException
    RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 

Spawning during use of stock engine, here is the full logksp.log

You need to allow access to the log file @jebycheek

Edited by JonnyOThan
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Hello, I think for some reason some engines like jet and srbs aren't affected by airsim and muffler effects(like you can still hear jet engine in forward of aircraft past mach speed, or srb way too loud for vacuum)

 

Edited by MrShelter
added log
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On 8/15/2024 at 1:36 AM, jebycheek said:

[EXC 13:07:27.668] NullReferenceException
    RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 

Spawning during use of stock engine, here is the full logksp.log

This exception does not appear in your log file.

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  • 3 weeks later...

I found out it had to do Stock Waterfall Effects, and maybe other Waterfall mods. I sorted out, and without SWE, it works fine, but with it, it changes sound to other one, looks to be stock AUDIO, and doesn't mute at all

Edit: I checked code for SWE, and yes, it does use it :[, I am not sure why RSE doesn't override it for some reason, but I can try just editing all files and replacing AUDIO with RSE_AUDIO, and removing RSE's config sounds(maybe the reason it's so damn loud because both sounds overlap), but it's quite inconvenient 

Edited by MrShelter
I found some stuff
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1 hour ago, MrShelter said:

I found out it had to do Stock Waterfall Effects, and maybe other Waterfall mods. I sorted out, and without SWE, it works fine, but with it, it changes sound to other one, looks to be stock AUDIO, and doesn't mute at all

Edit: I checked code for SWE, and yes, it does use it :[, I am not sure why RSE doesn't override it for some reason, but I can try just editing all files and replacing AUDIO with RSE_AUDIO, and removing RSE's config sounds(maybe the reason it's so damn loud because both sounds overlap), but it's quite inconvenient 

I found piece of code which, well, makes it work like that

For some unexplainable reason, the patch for SWE, does not include ALL engines at the moment, including wheesley and rapier air breathing cycle(I suspect, for unknown reason, all air engines weren't included here, idk why)

Spoiler

@PART[*]:HAS[@MODULE[ModuleWaterfallFX],@MODULE[RSE_Engines]]:FOR[zzzRocketSoundEnhancementDefault]:NEEDS[RocketSoundEnhancement,StockWaterfallEffects]

{

 @EFFECTS

 {

  @fx-ant-running{!AUDIO{}}

  @fx-bobcat-running{!AUDIO{}}

  @fx-cheetah-running{!AUDIO{}}

  @fx-cub-running{!AUDIO{}}

  @fx-dart-running{!AUDIO{}}

  @fx-dawn-running{!AUDIO{}}

  @fx-kodiak-running{!AUDIO{}}

  @fx-mainsail-running{!AUDIO{}}

  @fx-mammoth-running{!AUDIO{}}

  @fx-mastodon-running{!AUDIO{}}

  @fx-nerv-running{!AUDIO{}}

  @fx-panther-wet-running{!AUDIO{}}

  @fx-poodle-running{!AUDIO{}}

  @fx-puff-running{!AUDIO{}}

  @fx-rapier-closedcycle-running{!AUDIO{}}

  @fx-reliant-running{!AUDIO{}}

  @fx-rhino-running{!AUDIO{}}

  @fx-skiff-running{!AUDIO{}}

  @fx-skipper-running{!AUDIO{}}

  @fx-spark-running{!AUDIO{}}

  @fx-spider-running{!AUDIO{}}

  @fx-swivel-running{!AUDIO{}}

  @fx-terrier-running{!AUDIO{}}

  @fx-thud-running{!AUDIO{}}

  @fx-twinboar-running{!AUDIO{}}

  @fx-twitch-running{!AUDIO{}}

  @fx-vector-running{!AUDIO{}}

  @fx-wolfhound-running{!AUDIO{}}

 }

}

The solution is to... just add them

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here it is
SRBs still act weird, sometimes mute, sometimes not, but good enough
 

Spoiler

@PART[*]:FOR[zzzRSEFixes]:NEEDS[RocketSoundEnhancement,StockWaterfallEffects]
{
    @EFFECTS
    {
        @fx-rapier-airbreathing-power{!AUDIO,* {}}
        @fx-rapier-airbreathing-spool{!AUDIO,* {}}
        @fx-panther-dry-spool{!AUDIO,* {}}
        @fx-panther-dry-power{!AUDIO,* {}}
        @fx-panther-wet-spool{!AUDIO,* {}}
        @fx_juno_running{!AUDIO,* {}}
        @fx_juno_spool{!AUDIO,* {}}
        @fx_goliath_running{!AUDIO,* {}}
        @fx_goliath_spool{!AUDIO,* {}}
        @fx_wheesley_running{!AUDIO,* {}}
        @fx_wheesley_spool{!AUDIO,* {}}
        @fx_whiplash_power{!AUDIO,* {}}
        @fx_whiplash_spool{!AUDIO,* {}}
    }
}
@PART[*]:FOR[zzzRSEFixes]:NEEDS[RocketSoundEnhancement,000_ReStock]
{
    @EFFECTS
    {
        @fx-tb-running{!AUDIO,* {}}
        @fx-clydesdale-running{!AUDIO,* {}}
        @fx-kickback-running{!AUDIO,* {}}
        @fx-thumper-running{!AUDIO,* {}}
        @fx-hammer-running{!AUDIO,* {}}
        @fx-flea-running{!AUDIO,* {}}
        @fx-separatron-running{!AUDIO,* {}}
        @fx-les-running{!AUDIO,* {}}
        @fx-mite-running{!AUDIO,* {}}
        @fx-shrimp-running{!AUDIO,* {}}

        @fx-anvil-running{!AUDIO,* {}}
        @fx-mallet-running{!AUDIO,* {}}
        @fx-striker-running{!AUDIO,* {}}
    }
}
 

 

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