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Adding a custom engine startup sound effect


DragonDev

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16 hours ago, DragonDev said:

Is there's any way to change an engine startup sound?  The sound of the engine when you activate the engine

To replace an engine sound with a custom one, you will need to use the EFFECTS node to set it up and then a ModuleEnginesFX module to actually use it in game.

For example:

	EFFECTS
	{
		running_custom // this names the effect to be called later
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_spurts // this can be customized too, if you want the running audio to change
				volume = 0.0 0.0
				volume = 1.0 1.1
				pitch = 0.0 0.2
				pitch = 1.0 0.9
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_veryLarge
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localPosition = 0, 0, 2
				
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/ks25_Exhaust
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.05
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.5
				speed = 1.0 1.5
				localPosition = 0, 0, 0.1
			}
		}
		engage // this is the sound that plays when you stage the engine on
		{
			AUDIO
			{
				channel = Ship
				clip = MyModDirectory/CustomSoundFolder/CustomSoundName // CustomSoundName would be the filename, do not use the extension
				volume = 1.5
				pitch = 1
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

That all might seem intimidating but it's just telling the game what you want to see and hear on a particular engine or engine mode. This of course requires you to have a custom sound somewhere in the Gamedata folder that you will direct the game to in the cfg file.

  • Gamedata
    • MyModDirectory
      • CustomSoundFolder
        • CustomSoundName.wav

Something like that. Doesn't have to be precisely that.  I'm not sure what all formats you can use, but wave files worked for me when last I did this.

Once you have that in place in your .cfg file, you would apply those effects to an engine with ModuleEnginesFX.

	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = thrustTransform
		engineID = CustomEngine
		runningEffectName = running_custom // this was the effect name you created earlier
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 1425
		heatProduction = 320
		EngineType = LiquidFuel
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 305
			key = 1 295
			key = 10 0.001
		}
	}

When you stage the engine on with these modules, it will use your custom sound.

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  • 2 weeks later...
On 2/12/2022 at 6:54 AM, Randazzo said:

To replace an engine sound with a custom one, you will need to use the EFFECTS node to set it up and then a ModuleEnginesFX module to actually use it in game.

For example:

	EFFECTS
	{
		running_custom // this names the effect to be called later
		{
			AUDIO
			{
				channel = Ship
				clip = sound_rocket_spurts // this can be customized too, if you want the running audio to change
				volume = 0.0 0.0
				volume = 1.0 1.1
				pitch = 0.0 0.2
				pitch = 1.0 0.9
				loop = true
			}
			PREFAB_PARTICLE
			{
				prefabName = fx_smokeTrail_veryLarge
				transformName = smokePoint
				emission = 0.0 0.0
				emission = 0.05 0.0
				emission = 0.075 0.25
				emission = 1.0 1.25
				speed = 0.0 0.25
				speed = 1.0 1.0
				localPosition = 0, 0, 2
				
			}
			MODEL_MULTI_PARTICLE
			{
				modelName = Squad/FX/ks25_Exhaust
				transformName = thrustTransform
				emission = 0.0 0.0
				emission = 0.05 0.05
				emission = 0.075 0.25
				emission = 1.0 1.0
				speed = 0.0 0.5
				speed = 1.0 1.5
				localPosition = 0, 0, 0.1
			}
		}
		engage // this is the sound that plays when you stage the engine on
		{
			AUDIO
			{
				channel = Ship
				clip = MyModDirectory/CustomSoundFolder/CustomSoundName // CustomSoundName would be the filename, do not use the extension
				volume = 1.5
				pitch = 1
				loop = false
			}
		}
		flameout
		{
			PREFAB_PARTICLE
			{
				prefabName = fx_exhaustSparks_flameout_2
				transformName = thrustTransform
				oneShot = true
			}
			AUDIO
			{
				channel = Ship
				clip = sound_explosion_low
				volume = 1.0
				pitch = 2.0
				loop = false
			}
		}
	}

That all might seem intimidating but it's just telling the game what you want to see and hear on a particular engine or engine mode. This of course requires you to have a custom sound somewhere in the Gamedata folder that you will direct the game to in the cfg file.

  • Gamedata
    • MyModDirectory
      • CustomSoundFolder
        • CustomSoundName.wav

Something like that. Doesn't have to be precisely that.  I'm not sure what all formats you can use, but wave files worked for me when last I did this.

Once you have that in place in your .cfg file, you would apply those effects to an engine with ModuleEnginesFX.

	MODULE
	{
		name = ModuleEnginesFX
		thrustVectorTransformName = thrustTransform
		engineID = CustomEngine
		runningEffectName = running_custom // this was the effect name you created earlier
		exhaustDamage = True
		ignitionThreshold = 0.1
		minThrust = 0
		maxThrust = 1425
		heatProduction = 320
		EngineType = LiquidFuel
		PROPELLANT
		{
			name = LiquidFuel
			ratio = 0.9
			DrawGauge = True
		}
		PROPELLANT
		{
			name = Oxidizer
			ratio = 1.1
		}
		atmosphereCurve
		{
			key = 0 305
			key = 1 295
			key = 10 0.001
		}
	}

When you stage the engine on with these modules, it will use your custom sound.

Okay thanks. Sorry for the lateness, I read your answer a long time ago. I thought I already say thanks.

Edited by DragonDev
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