MrShelter Posted September 14 Share Posted September 14 Hmm, I noticed Vector seem to dislike RSE... Sounds disabled, of course, I will investigate farther Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 14 Share Posted September 14 (edited) Fixed it, found out to be issues with SWE, which has WaterfallRestock replacements, which in fact use MM's LAST, so I had to do the same thing to override it(those six engines were mentioned here, https://github.com/KSPModStewards/RocketSoundEnhancementDefault/issues/5, thanks ArgentGamer) 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,ReStock] // I am not sure if its required anymore? but I will keep it, just in case { @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,* {}} } } @PART[*]:FOR[zzzRSEFixes]:NEEDS[RocketSoundEnhancement,zAvalanche] { @EFFECTS { @SolidSmoke{!AUDIO,* {}} // avalanche plumes got me dead, was so hard to figure out } } @PART[*]:LAST[zzzRSEFixes]:NEEDS[RocketSoundEnhancement,StockWaterfallEffects,ReStock] // you use LAST? { @EFFECTS { @fx-mammoth-running{!AUDIO,* {}} @fx-rhino-running{!AUDIO,* {}} @fx-skiff-running{!AUDIO,* {}} @fx-skipper-running{!AUDIO,* {}} @fx-spark-running{!AUDIO,* {}} @fx-vector-running{!AUDIO,* {}} } } Edited September 14 by MrShelter info about source Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 14 Share Posted September 14 On 9/10/2024 at 4:57 AM, 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 Do you think something similar could be happening with RestockWaterfallExpansion ? I've looked into the .cfgs, doesn't seem to use LAST but RWE does in fact replace the stock audio with custom ones (better than those from RSE in my opinion) RWE doesn't use SWE (only Waterfall Core and Restock as dependancies, everything installed trhough CKAN). When I have RSE & RWE installed at the same time, RWE isn't affected at all by RSE and I hear both of them / RWE at full sound when RSE is muffled. The best of both worlds would be to apply RSE's effects to RWE's sounds (so, replacing RSE's jet engines sounds with RWE, said in another way). I am dreaming ? Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 19 Share Posted September 19 On 9/14/2024 at 3:44 AM, Nyxilo said: Do you think something similar could be happening with RestockWaterfallExpansion ? I've looked into the .cfgs, doesn't seem to use LAST but RWE does in fact replace the stock audio with custom ones (better than those from RSE in my opinion) RWE doesn't use SWE (only Waterfall Core and Restock as dependancies, everything installed trhough CKAN). When I have RSE & RWE installed at the same time, RWE isn't affected at all by RSE and I hear both of them / RWE at full sound when RSE is muffled. The best of both worlds would be to apply RSE's effects to RWE's sounds (so, replacing RSE's jet engines sounds with RWE, said in another way). I am dreaming ? RWE seems not to be supported, so it will require manual config creation. But it can be done relatively easy by renaming AUDIO node into RSE_AUDIO, and if you want to override some RSE's sounds, you can delete them. If you hear RWE sounds, that means stock sounds are not getting deleted, so there are two ways: Remove them in a lazy way Or remove rse sounds, and make rwe sounds rse compatible Contact me and I will try to help you as much as possible ;D Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 19 Share Posted September 19 (edited) 35 minutes ago, MrShelter said: Or remove rse sounds, and make rwe sounds rse compatible Could something like that work ? If [RWE Detected] then [use RWE_sound.mp3] instead of [RSE_sound.mp3] remove [Stock_audio] I was just thinking about changing the path to the sounds, which means RSE could still apply its effects but with RWE's sounds I'm not familiar at all with the AFTER: LAST: and all that stuff in the CFGs to be honest, usually if i'm opening a CFG it's to edit the atmosphere curves or mach curves of an engine rather than something else x))) Edit : so, one one side RWE is getting rid of the Stock bloc (audio, particles, etc), and on the other side it looks like we could change the audioClip path to force RSE to use RWE's sounds and that's maybe the easy part. The complex one would be, I think, to get rid of RWE's stock (who's already getting rid of Stock ones, etc...) I'm only focusing on the jet engines for now, I don't know if there's a similar issue with rocket engines Edited September 19 by Nyxilo Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 19 Share Posted September 19 I have an Idea. The CFG first finds all engines which have RWE(or manually), goes to RSE_ENGINES -> SOUNDPLAYERGROUP -> both SOUNDPLAYER -> replace audioClip with corresponding sound from RWE, and then remove all stock RWE sounds. 1 hour ago, Nyxilo said: Could something like that work ? If [RWE Detected] then [use RWE_sound.mp3] instead of [RSE_sound.mp3] remove [Stock_audio] I was just thinking about changing the path to the sounds, which means RSE could still apply its effects but with RWE's sounds I'm not familiar at all with the AFTER: LAST: and all that stuff in the CFGs to be honest, usually if i'm opening a CFG it's to edit the atmosphere curves or mach curves of an engine rather than something else x))) Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 19 Share Posted September 19 26 minutes ago, MrShelter said: I have an Idea. The CFG first finds all engines which have RWE(or manually), goes to RSE_ENGINES -> SOUNDPLAYERGROUP -> both SOUNDPLAYER -> replace audioClip with corresponding sound from RWE, and then remove all stock RWE sounds. RWE does modify "only" 15 engines (the 6 Airbreathing + 9 Lox), but the thing is the way audio is used in RSE differs a lot from stock / RWE For example, I don't see a disengage sound in RSE and it looks like it uses sounds as layers rather than complete, full audios Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 21 Share Posted September 21 On 9/19/2024 at 1:36 PM, Nyxilo said: RWE does modify "only" 15 engines (the 6 Airbreathing + 9 Lox), but the thing is the way audio is used in RSE differs a lot from stock / RWE For example, I don't see a disengage sound in RSE and it looks like it uses sounds as layers rather than complete, full audios Hey, just in case I looked at it, it does provide interesting sound layering, but for now you can use my fix and RSE's SWE patch, but replace both patches :NEEDS StockWaterfallEffects with RestockWaterfallExpansion I am too inexperienced to replicate such complex sound layering for RSE, but can try replacing HIGH and DEEP or smth sounds for each engine. For now you can use above for general muting so it doesnt bug out Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 22 Share Posted September 22 (edited) 15 hours ago, MrShelter said: I am too inexperienced to replicate such complex sound layering for RSE, but can try replacing HIGH and DEEP or smth sounds for each engine. For now you can use above for general muting so it doesnt bug out I think RWE is using the stock layout (maybe ?) with High / Low / Shutdown / Startup sounds for each airbreathing engine However I have no idea what's going on in RSE with the resonnances sounds and stuff Your fix worked absolutely fine on RWE ! Now that I hear correclty the sounds I can tell RSE has pretty nice turbine sounds, but yeah, it's the same for both the Panther and Whiplash Rotos are amazing though Edit : Everything is muffled correctly besides the panthers in Afterburner mode Edit2 : The line "@fx-panther-wet-power{!AUDIO,* {}}" was lacking in your CFG fix, but it stilldidn't change, while supersonic you can hear the full AB in front of the craft, wherehas the rest of the sounds are near inaudible (as it should be) Edited September 22 by Nyxilo Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 22 Share Posted September 22 5 hours ago, Nyxilo said: I think RWE is using the stock layout (maybe ?) with High / Low / Shutdown / Startup sounds for each airbreathing engine However I have no idea what's going on in RSE with the resonnances sounds and stuff Your fix worked absolutely fine on RWE ! Now that I hear correclty the sounds I can tell RSE has pretty nice turbine sounds, but yeah, it's the same for both the Panther and Whiplash Rotos are amazing though Edit : Everything is muffled correctly besides the panthers in Afterburner mode Edit2 : The line "@fx-panther-wet-power{!AUDIO,* {}}" was lacking in your CFG fix, but it stilldidn't change, while supersonic you can hear the full AB in front of the craft, wherehas the rest of the sounds are near inaudible (as it should be) Oh right, I didn't include it since FOR ABSOLUTELY UNKNOWN REASON it was already included in RSE's SWE patch, so I didn't include it Did you try adding that line? What exactly is wrong? Its @fx-panther-wet-running{!AUDIO,*{}}, not power, it is running Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 22 Share Posted September 22 Also I made github page for it, https://github.com/likeproblem/RSEFixes, please make issues there, because we slowly start bloating this thread lol Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 23 Share Posted September 23 5 hours ago, MrShelter said: Also I made github page for it, https://github.com/likeproblem/RSEFixes, please make issues there, because we slowly start bloating this thread lol Hey, I've only been half paying attention to the thread - but seems like this stuff should be sent as PRs to SWE, RWE, and avalanche? Is there anything that RSE is actually doing wrong? RSE does contain patches that remove existing effects from certain modded engines, but that kind of thing really belongs in those specific mods. It's certainly not up to RSE to keep track of the effects names that everyone uses. For example consider what happens when they create a new engine. Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 23 Share Posted September 23 3 hours ago, JonnyOThan said: Hey, I've only been half paying attention to the thread - but seems like this stuff should be sent as PRs to SWE, RWE, and avalanche? Is there anything that RSE is actually doing wrong? RSE does contain patches that remove existing effects from certain modded engines, but that kind of thing really belongs in those specific mods. It's certainly not up to RSE to keep track of the effects names that everyone uses. For example consider what happens when they create a new engine. I would be more than happy to contribute to the github, but Im not sure how. The SWE should be patched, but seem to lack jet engines and 6 engines which use MM's LAST call, which is not covered. The issue with RWE is even though it uses the same engine names as SWE, SWE patch only covers SWE by using NEEDS, so it is better to just rename as GenericWaterfallPatch.cfg or something, and add everything to there, and use StockWaterfallEffects|RestockWaterfallExpansion or something like that. As I mentioned, I have very little experience with GitHub and would appreciate if you help make PRs. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 23 Share Posted September 23 (edited) 10 hours ago, MrShelter said: As I mentioned, I have very little experience with GitHub and would appreciate if you help make PRs. If you browse to one of these files on GitHub, there’s an edit button near the top right. Click that, make the changes, and hit “commit.” Then it’ll prompt you to fork the repo and create a PR. You can then directly edit more files in your fork and they will be added to the PR. I don't know how active the maintainers of these mods are, so it might make sense to ALSO add these changes to the RSE default config - as long as it doesn't make it harder for the other mod maintainers to update stuff. Edited September 23 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted September 23 Share Posted September 23 20 hours ago, MrShelter said: Oh right, I didn't include it since FOR ABSOLUTELY UNKNOWN REASON it was already included in RSE's SWE patch, so I didn't include it Did you try adding that line? What exactly is wrong? Its @fx-panther-wet-running{!AUDIO,*{}}, not power, it is running Yeah, it worked I don't know why some engines have @fx-engine-something-running and others have @fx-engine-something-power Anyway, know eveything's fine, thanks for your fixes Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 23 Share Posted September 23 5 hours ago, JonnyOThan said: I don't know how active the maintainers of these mods are, so it might make sense to ALSO add these changes to the RSE default config - as long as it doesn't make it harder for the other mod maintainers to update stuff. Those fixes are only for default config, as all fixes belong there. Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 24 Share Posted September 24 @JonnyOThan I created pull request, waiting comments/approval Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 24 Share Posted September 24 On 9/23/2024 at 1:08 PM, MrShelter said: Those fixes are only for default config, as all fixes belong there. Well, no. On 9/22/2024 at 8:31 PM, JonnyOThan said: that kind of thing really belongs in those specific mods. It's certainly not up to RSE to keep track of the effects names that everyone uses. For example consider what happens when they create a new engine. Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 24 Share Posted September 24 2 hours ago, JonnyOThan said: Well, no. My bad, didn't understand that part. Yeah that should be up to mod developers, and also that I said I meant fixes are located in Config, not the mod itself. Yes those fixes should be up to developers, but not sure how we can convince them to implement it Quote Link to comment Share on other sites More sharing options...
MrShelter Posted September 25 Share Posted September 25 Hey @Nyxilo, the fixes have been merged into original config, you can download it using github(as far as I know, I don't think any compilation is needed, just grab github Default Config source code and throw it into Gamedata) Quote Link to comment Share on other sites More sharing options...
jebycheek Posted October 2 Share Posted October 2 (edited) Bug report: This mod causes the sound of all engines in KerbalAtomics, except for the "Liberator," to disappear during operation. The issue is reproducible 100% of the time, and I have confirmed it by testing in a game installation where only these two mods and their dependencies are present. Never mind, it was a stupid mistake. Edited October 2 by jebycheek Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted Tuesday at 07:43 PM Share Posted Tuesday at 07:43 PM Hi, I was recently looking at the console and my KSP.log and it looks like RSE is throwing an exception every fifteen milliseconds while in flight It is the following : NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I know nothing about Unity so, could someone help me figuring out what this is ? Quote Link to comment Share on other sites More sharing options...
MrShelter Posted Wednesday at 12:49 AM Share Posted Wednesday at 12:49 AM 5 hours ago, Nyxilo said: Hi, I was recently looking at the console and my KSP.log and it looks like RSE is throwing an exception every fifteen milliseconds while in flight It is the following : NullReferenceException RocketSoundEnhancement.RSE_PartAudioManager.LateUpdate () (at <80da5f92e59a4e1e8c62d932c2676817>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I know nothing about Unity so, could someone help me figuring out what this is ? Audio manager throws error each Update, which is 15ms I presume that number/text after that is error line/error character? Not quite familiar with compiled stuff though Everything after that is just error handlers Quote Link to comment Share on other sites More sharing options...
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