JaJeff11 Posted March 23, 2022 Share Posted March 23, 2022 I have an issue, some of my decoupler doesn't play the modded sound but some of it do, i'm using restock. Here's the video: https://www.youtube.com/watch?v=ep823VoHVdg Quote Link to comment Share on other sites More sharing options...
ensou04 Posted March 23, 2022 Author Share Posted March 23, 2022 (edited) Updated the configs again so far its not breaking non-RSE engines anymore that has Waterfall effects. Let me know how it goes with your modpacks. Downloads Rocket Sound Enhancement v0.7.2 (Plugin): https://github.com/ensou04/RocketSoundEnhancement/releases/tag/0.7.2 Rocket Sound Enhancement Default v1.0.2 Config and Sound Pack): https://github.com/ensou04/RocketSoundEnhancementDefault/releases/tag/1.0.2 Edited March 23, 2022 by ensou04 Quote Link to comment Share on other sites More sharing options...
Vandest Posted March 23, 2022 Share Posted March 23, 2022 7 hours ago, ensou04 said: I don't know if this is a compliment or insult but do enjoy Sorry for confusion, English is not my native language. I meant "terrific" like @Kwebib said. So, it was a compliment. Quote Link to comment Share on other sites More sharing options...
ensou04 Posted March 23, 2022 Author Share Posted March 23, 2022 3 hours ago, JaJeff11 said: I have an issue, some of my decoupler doesn't play the modded sound but some of it do, i'm using restock. Here's the video: https://www.youtube.com/watch?v=ep823VoHVdg Those are RestockPlus parts, RSE Default only adds the new sounds to existing decouplers at least for now. Still haven't work on full RestockPlus Patches 19 minutes ago, Vandest said: Sorry for confusion, English is not my native language. I meant "terrific" like @Kwebib said. So, it was a compliment. its oke thank you! really glad you enjoy it! Quote Link to comment Share on other sites More sharing options...
BlackHat Posted March 25, 2022 Share Posted March 25, 2022 Hmm, a few years ago there was a mod about ship sound effects (rattles, bumps, buffeting like from reentry) and the name I think was "ensouensou" are you the same person and is this a continuation of that mod? Really enjoyed that mod. (I can see the old mod in CKAN, I think linuxgurugamer took it over, to maintain it.) Quote Link to comment Share on other sites More sharing options...
ensou04 Posted March 25, 2022 Author Share Posted March 25, 2022 (edited) 30 minutes ago, BlackHat said: Hmm, a few years ago there was a mod about ship sound effects (rattles, bumps, buffeting like from reentry) and the name I think was "ensouensou" are you the same person and is this a continuation of that mod? Really enjoyed that mod. (I can see the old mod in CKAN, I think linuxgurugamer took it over, to maintain it.) Yes that's me . RSE's ShipEffects is a total rewrite so more like ShipEffects 2.0. also has impact sounds now too RSE is basically an amalgamation of sound design ideas of my two old mods (DynamicSFX and ShipEffects) and it has grown so much more ever since. Edited March 25, 2022 by ensou04 Quote Link to comment Share on other sites More sharing options...
ensou04 Posted March 25, 2022 Author Share Posted March 25, 2022 (edited) Blade Count Aware Propeller Sound Effects! Spent an entire day writing up this system. It takes the RPM of the rotor and maps it to the appropriate RPM/Blade Count Range and then plays a sound according to that value. Instead of doing a single sound effect for every possible RPM and Blade Count Configuration, I instead did loops for 8 Blades, 4 blades, 2 and 1 blade all running at 450rpm. I realized that an 8 bladed prop running at half speed kinda sounds like a 4 bladed prop and so on. So we basically have one sound effect for 2 scenarios (RPM and Blade Count). In the configs you would map all your SoundLayers just like what you would do with Engines and Wheels at the range of 0-1. and then you'd give the config two values: baseRPM, value that is used to map the sounds to the rotor speed. and maxBlades: the max amount of blades this config can provide. in this case its 8 Blades at 450RPM. The Configs for propellers are in the part themselves but the logic is processed by the rotor it is attached to. Rotors can also play its own sounds just like wheels. The Rotor sound effect on this video is just a place holder. Soon™ Config sample: Spoiler // Helicopter Blade Type B @PART[mediumHeliBlade]:FOR[RocketSoundEnhancementDefault] { RSE_Propellers { baseRPM = 450 maxBlades = 8 SOUNDLAYER { name = Heli-Blade-450_1b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_1b loop = true spread = 0.5 channel = ShipBoth volume = 0.0 0.0 volume = 0.02 0.8 volume = 0.1 1.0 volume = 0.25 0.0 pitch = 0.0 0.1 pitch = 0.1 1.0 pitch = 0.25 2.0 } SOUNDLAYER { name = Heli-Blade-450_2b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_2b loop = true spread = 0.5 channel = ShipBoth volume = 0.1 0.0 volume = 0.25 1.0 volume = 0.5 0.0 pitch = 0.1 0.5 pitch = 0.25 1.0 pitch = 0.5 2.0 } SOUNDLAYER { name = Heli-Blade-450_4b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_4b loop = true spread = 0.5 channel = ShipBoth volume = 0.25 0.0 volume = 0.5 1.0 volume = 1.0 0.0 pitch = 0.25 0.5 pitch = 0.5 1.0 pitch = 1.0 2.0 } SOUNDLAYER { name = Heli-Blade-450_8b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_8b loop = true spread = 0.5 channel = ShipBoth volume = 0.25 0.0 volume = 0.5 1.0 volume = 1.5 1.0 pitch = 0.25 0.5 pitch = 0.5 1.0 pitch = 1.5 1.5 } } } Edited March 25, 2022 by ensou04 Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 25, 2022 Share Posted March 25, 2022 (edited) 44 minutes ago, ensou04 said: Blade Count Aware Propeller Sound Effects! Spent an entire day writing up this system. It takes the RPM of the rotor and maps it to the appropriate RPM/Blade Count Range and then plays a sound according to that value. Instead of doing a single sound effect for every possible RPM and Blade Count Configuration, I instead did loops for 8 Blades, 4 blades, 2 and 1 blade all running at 450rpm. I realized that an 8 bladed prop running at half speed kinda sounds like a 4 bladed prop and so on. So we basically have one sound effect for 2 scenarios (RPM and Blade Count). In the configs you would map all your SoundLayers just like what you would do with Engines and Wheels at the range of 0-1. and then you'd give the config two values: baseRPM, value that is used to map the sounds to the rotor speed. and maxBlades: the max amount of blades this config can provide. in this case its 8 Blades at 450RPM. The Configs for propellers are in the part themselves but the logic is processed by the rotor it is attached to. Rotors can also play its own sounds just like wheels. The Rotor sound effect on this video is just a place holder. Soon™ Config sample: Reveal hidden contents // Helicopter Blade Type B @PART[mediumHeliBlade]:FOR[RocketSoundEnhancementDefault] { RSE_Propellers { baseRPM = 450 maxBlades = 8 SOUNDLAYER { name = Heli-Blade-450_1b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_1b loop = true spread = 0.5 channel = ShipBoth volume = 0.0 0.0 volume = 0.02 0.8 volume = 0.1 1.0 volume = 0.25 0.0 pitch = 0.0 0.1 pitch = 0.1 1.0 pitch = 0.25 2.0 } SOUNDLAYER { name = Heli-Blade-450_2b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_2b loop = true spread = 0.5 channel = ShipBoth volume = 0.1 0.0 volume = 0.25 1.0 volume = 0.5 0.0 pitch = 0.1 0.5 pitch = 0.25 1.0 pitch = 0.5 2.0 } SOUNDLAYER { name = Heli-Blade-450_4b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_4b loop = true spread = 0.5 channel = ShipBoth volume = 0.25 0.0 volume = 0.5 1.0 volume = 1.0 0.0 pitch = 0.25 0.5 pitch = 0.5 1.0 pitch = 1.0 2.0 } SOUNDLAYER { name = Heli-Blade-450_8b audioClip = RocketSoundEnhancementDefault/Sounds/Propellers/Heli-Blade-450_8b loop = true spread = 0.5 channel = ShipBoth volume = 0.25 0.0 volume = 0.5 1.0 volume = 1.5 1.0 pitch = 0.25 0.5 pitch = 0.5 1.0 pitch = 1.5 1.5 } } } Ever since the Breaking Ground robotics stuff was released, the missing sound effects have bugged me so much for some reason. Is there also a whine from the turbo engine in there as well? This could also be applied to servos and rotating hinges, etc. as well, right?--with some electronic hum based on speed? Edited March 25, 2022 by Beetlecat Quote Link to comment Share on other sites More sharing options...
ensou04 Posted March 25, 2022 Author Share Posted March 25, 2022 (edited) 4 minutes ago, Beetlecat said: Ever since the Breaking Ground robotics stuff was released, the missing sound effects have bugged me so much for some reason. Is there also a whine from the turbo engine in there as well? Yeah they were awfully quiet! The whine there is just a place holder attached to the rotor itself, still gonna do a proper turbo engine sound effect later along side the electric ones and more prop sounds 4 minutes ago, Beetlecat said: This could also be applied to servos and rotating hinges, etc. as well, right?--with some electronic hum based on speed? Also yes, that's the plan! Edited March 25, 2022 by ensou04 Quote Link to comment Share on other sites More sharing options...
Kwebib Posted March 25, 2022 Share Posted March 25, 2022 Amazing work. Any plans to do jet engines? Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted March 26, 2022 Share Posted March 26, 2022 Amazing heli sounds! You going to do a GDC Talk next year? Quote Link to comment Share on other sites More sharing options...
ensou04 Posted March 28, 2022 Author Share Posted March 28, 2022 Done with the Helicopter Propellers and the Turboshaft Engines I modeled the R7000 Turboshaft Engine on a Blackhawk and Huey Sounds while the R121 Turboshaft is modeled on something like the Bell 505 (if at full RPM). The Sound Samples are synthesized so no real recordings are used. All helicopter propellers can support up to 8 blades beyond that it will try to simulate up to 12 blades by pitching the sound up. Quote Link to comment Share on other sites More sharing options...
jfjohnny5 Posted March 29, 2022 Share Posted March 29, 2022 The mod doesn't seem to like RealPlume. When I have this and RealPlume installed (plus Waterfall, fwiw) none of the RealPlume flame effects on the SRBs are visible; as well as all SmokeScreen smoke going away (SRBs and LiquidFuel engines). If I uninstall RSE, the visual effects come back. Quote Link to comment Share on other sites More sharing options...
jfjohnny5 Posted March 29, 2022 Share Posted March 29, 2022 (edited) Ok, pretty sure I've solved it actually. Looks like the configs were being too aggressive in what they were removing - deleting the entire effects node instead of just the audio portion. Here's the fix, - in WaterfallRestock.cfg and StockWaterfallEffects.cfg, replace: !EFFECTS with @EFFECTS { @engage {!AUDIO{}} @running {!AUDIO{}} @disengage {!AUDIO{}} @flameout {!AUDIO{}} } Edited March 29, 2022 by jfjohnny5 Quote Link to comment Share on other sites More sharing options...
Zelda Posted March 30, 2022 Share Posted March 30, 2022 I absolutely love this mod, it really takes the audio up to the next level. As an audiophile, I can't thank you enough for working on this! One question though - is there a plan/desire to exempt SoundtrackEditor from muffling in flight / map view? After using SoundtrackEditor for so long with custom playlists, it's hard to go back to the repetitive stock music... but it's also hard to hear engines at full volume unmuffled in space after you've been used to that for a while. Thanks again! Quote Link to comment Share on other sites More sharing options...
ensou04 Posted March 31, 2022 Author Share Posted March 31, 2022 6 hours ago, Zelda said: I absolutely love this mod, it really takes the audio up to the next level. As an audiophile, I can't thank you enough for working on this! One question though - is there a plan/desire to exempt SoundtrackEditor from muffling in flight / map view? After using SoundtrackEditor for so long with custom playlists, it's hard to go back to the repetitive stock music... but it's also hard to hear engines at full volume unmuffled in space after you've been used to that for a while. Thanks again! that has already been fixed during the daily builds. I'm experimenting on something currently so patch builds has been on hold Quote Link to comment Share on other sites More sharing options...
Zelda Posted March 31, 2022 Share Posted March 31, 2022 6 minutes ago, ensou04 said: that has already been fixed during the daily builds. I'm experimenting on something currently so patch builds has been on hold That's great! Looking forward to it, whenever you have time to release it. Also hoping your experiment goes well! Quote Link to comment Share on other sites More sharing options...
Bartybum Posted April 2, 2022 Share Posted April 2, 2022 Oh man I love the work you're doing. The synthesized rotor sounds are amazing, even if they're still WIP Also would be really keen to see this include ReStock Plus one day, if you ever get around to doing it Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted April 3, 2022 Share Posted April 3, 2022 I'm loving the updates and settings! I try to play in-IVA when crewed, flying or driving rovers . This mod make so much difference to the immersion. Shake rattle and roll. Particularly when pulling a high-G maneauver in a plane... hope it holds... rattle rattle... Quote Link to comment Share on other sites More sharing options...
ensou04 Posted April 5, 2022 Author Share Posted April 5, 2022 (edited) Development Update! Started working on the Jet Engines. Here's the J-90 Edited April 5, 2022 by ensou04 Quote Link to comment Share on other sites More sharing options...
TruthfulGnome Posted April 5, 2022 Share Posted April 5, 2022 Truly incredible stuff, amazing work on everything! Quote Link to comment Share on other sites More sharing options...
Just a random person Posted April 5, 2022 Share Posted April 5, 2022 (edited) Incredible, I'm a fan! One thing I don't like is the stock engine activation/shutdown sounds. Are you planning on replacing those? Awesome stuff regardless! Edited April 5, 2022 by Just a random person typos... Quote Link to comment Share on other sites More sharing options...
Kwebib Posted April 5, 2022 Share Posted April 5, 2022 I think it's time to change the name of your mod Quote Link to comment Share on other sites More sharing options...
ensou04 Posted April 5, 2022 Author Share Posted April 5, 2022 13 minutes ago, Just a random person said: Incredible, I'm a fan! One thing I don't like is the stock engine activation/shutdown sounds. Are you planning on replacing those? Awesome stuff regardless! We'll be replacing those just not yet. They'll come with the final Decoupler sounds 11 minutes ago, Kwebib said: I think it's time to change the name of your mod well Rocket Sound Enhancement is catchy Quote Link to comment Share on other sites More sharing options...
Just a random person Posted April 5, 2022 Share Posted April 5, 2022 1 hour ago, ensou04 said: We'll be replacing those just not yet. They'll come with the final Decoupler sounds Epic! Quote Link to comment Share on other sites More sharing options...
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