Jump to content

Ripping my hair out: Sounds??


Sunshine

Recommended Posts

Errr, so I am fiddling around for ages now trying to replace/add some custom sounds.

First try was to replace the standard booster sound in GameData\Squad\Sounds. Simply overwriting doesn't seem to work for whatever reason, the old sound plays (which is kinda odd - didn't I just overwrite it? oO).

Then I tried the oldschool .cfg editing with adding my custom "sound_srb.wav" into a new "sounds" folder in the part directory. For testing, I used BobCats Ares I/Orion, just a s a side note.

Nothing works. The sound simply doesn't play ingame, dead silence.

Seriously, such a simple thing is holding me back for hours now and I can't figure out where the problem is. Can someone who has experience with KSP sounds in .20+ help me out?

My actual goal is to create new/better sounds for the rocket motors as well as staging (that particular sound is horrible, it makes my ears blow off every time...).

Help, or my beautiful hair will be gone! :D

Link to comment
Share on other sites

I also get frustrated with this. I want to make Voyager have a damn warp sound, but it won't let me do it!!!

Maybe it has to be .ogg or something.

I'm in a nearly identical situation. I also want to make the Tardis go vworp. I had it working before 0.20, but it stopped for the past few updates.

Link to comment
Share on other sites

Isn't it possible to manipulate sfx field from the matching Part.fxGroups? That should at least work when doing it before the actual in flight part is created via the template part at PartLoader.LoadedPartsList and its AvailablePart.partPrefab.

Looks like the game should use GameData for sounds as well, if it cant find sth the hardcoded way. But there is a path issue. Editing the mainsail (sound_editorLoop01 = running) worked for me, once i placed the ogg-file into GameData\Squad\Parts\Engine\liquidEngine1-2\part\Sounds\sound_editorLoop01.ogg (thats a way better engine sound anyway :D)

Link to comment
Share on other sites

Editing the mainsail (sound_editorLoop01 = running) worked for me, once i placed the ogg-file into GameData\Squad\Parts\Engine\liquidEngine1-2\part\Sounds\sound_editorLoop01.ogg (thats a way better engine sound anyway :D)

What exactly did you write in the .cfg to change it?

Cause that is one way I tried, putting the sound into a dedicated sound folder for the part. Didn't work.

73% of my hair is gone all ready...somebody, please! :D

Link to comment
Share on other sites

73% of my hair is gone all ready...somebody, please! :D

My brother is a game developer, I'll ask him about it. He doesn't have much free time though, so it might be a while before hearing from him.

Link to comment
Share on other sites

Oh sry, i figured the cfg-part is already common knowledge. Afaik: At the cfg's top level, any "name = value" pair where name start with "sound_" is considered a sound tag. Name will be used to look up the sound file, value specifies what it is used for.

Now again about where to place the sound. I think there is just one working directory path atm (aside the games internal resource mgmt for stock sounds). You can figure it out this way:

- Check your KSP.log for a such a line:

PartLoader: Compiling Part 'PathOfYourPart'

(In my case PathOfYourPart was Squad/Parts/Engine/liquidEngine1-2/part/liquidEngine1-2)

- Remove the last part, in my case the following remains: Squad/Parts/Engine/liquidEngine1-2/part

- Add /sounds/sound_file_name_from_cfg.ogg to it, here: Squad/Parts/Engine/liquidEngine1-2/part/Sounds/sound_editorLoop01.ogg

- Thats where you have to place your sound file and what its name has to be.

My mainsail cfg looks like that (notable part only):

[...]

fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running

fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

sound_vent_medium = engage

sound_editorLoop01 = running

sound_vent_soft = disengage

sound_explosion_low = flameout

// --- editor parameters ---

cost = 850

category = Propulsion

[...]

Hope that works for you as well. And i hope not all of your hair loss is KSP related :)

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...