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Author Topic: Next-Generation Sound Engine v20241225 / Next Generation Unified Sound Mod v1.2  (Read 15103 times)

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ssn637

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  • Men mean more than guns in the rating of a ship

A wonderful Christmas present!  Thank you so much!  Enjoy the holidays!
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SAS~Storebror

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The Next-Generation Unified Sound Mod has been updated to version v1.2:
F**king awesome!

]cheers[
Mike
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Don't split your mentality without thinking twice.

victor639514

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Oh this is wonderful news!! Congratulations on completing the groundwork of NG-SE for the future of NG-USM!
It's one helluva Christmas present!
I eagerly look forward to enjoying all the new goodies you have prepared now and will make for this mod in the following days. ^_^
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Hey, get that inertia started!

urmel

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Great addition many thanks for your  work!!!
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ssn637

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Anyone who is taking advantage of this fantastic sound mod, please note that in the Next Generation Sound Engine NGSE.ini configuration file Benitomuso's cockpit sounds are disabled by default:

doCockpitSounds   0              // 0 or 1, enables the functionality of Benitomuso's cockpit sounds mod

Also, the ReadMe on the first page notes that the Full Throttle Smoke Mod is incompatible with NGSE, which I thought was WxTech Effect's V1.6 Full Throttle Smoke addition, but when I removed those class files my game locked up whenever attacking twin-engine bombers, an issue that Glenn reported here in his forum thread:

The errors:

java.lang.NoSuchMethodError
   at com.maddox.il2.objects.air.Aircraft.doExplosion(Aircraft.java:696)
   at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:628)

indeed do involve Aircraft.doExplosion(). In this method I've added a check for the number of aircraft engines, which Explosions.class uses to determine the fireball/smoke effects to use upon crashing. I've also added in this method a new explosion effect randomly generated if the plane is TypeBomber. This all works fine in B.A.T. 4.0.

The introduction of this new variable for the number of engines requires that Explosions.class (in the main effects folder) and this Aircraft.class (in the full throttle smoke folder) must be both used together.


As far as I've been able to tell so far, the Full Throttle Smoke folder included with WxTech Effect's V1.6 package is safe to use with the newest version of the sound mod.
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gilles64

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Great, thanks for all the hard work!! ;D

Greetings,

Gilles
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Piotrek1

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    • SAS IL BYTES BACK

Thank you very much FL2070 it's a really great addition,
P.S and here's one of my favorite tracks ;D, just make sure to turn on the volume:

https://www.facebook.com/reel/1550560479152849

Best Regards,
Piotrek
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FL2070

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in the Next Generation Sound Engine NGSE.ini configuration file Benitomuso's cockpit sounds are disabled by default

Yes. The NG-SE default configuration is based on whatever is most to my liking, and I don't personally enjoy pilot breathing and crewmate death sounds, so the default configuration disables them. Actually, there should be some note about that in the first post... I'll add something about that.

[...] the ReadMe on the first page notes that the Full Throttle Smoke Mod is incompatible with NGSE, which I thought was WxTech Effect's V1.6 Full Throttle Smoke addition, but when I removed those class files my game locked up whenever attacking twin-engine bombers, an issue that Glenn reported here in his forum thread:

[...]

As far as I've been able to tell so far, the Full Throttle Smoke folder included with WxTech Effect's V1.6 package is safe to use with the newest version of the sound mod.

Good catch. The reason that the first post says that the so-called "full throttle smoke mod" isn't compatible with NG-SE is that most variations of this mod that I've seen make their changes in the "SndAircraft" class. This class is one of the most important classes that NG-SE changes, and reverting NG-SE's changes to this class will cause the game to crash. One user experienced game crashes because of this while attempting to use NG-SE/NG-USM with VP modpack because VP modpack has an older, non-WxTech-made version of that mod, which is why that note that the so called "full throttle smoke" mod is not compatible was written in the first place.

WxTech's version of the full throttle smoke mod, though, doesn't change the "SndAircraft" class. It changes the "Aircraft" and "Motor" classes instead, which NG-SE doesn't touch. This means, as you've discovered, that there's actually no incompatibility between the two.

So, first post changed. Thanks.
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FL2070

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To anyone who downloaded the NG-SE documentation between the release of NG-SE v20241225 and this post:

I had earlier forgotten to update the link to the documentation, and the link led to the documentation for the previous version v20240601. The link now leads to the documentation for v20241225 as it should.
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CDS025_DOGO

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Thank you very much for this sound pack for il2 1946, thanks for the time, effort and dedication.
and for sharing it with everyone.
Happy Holidays FL2070-
A good start to the year for everyone.
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ssn637

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I've been experiencing one minor anomaly in an otherwise error-free log file concerning one of the miscellaneous wav files:

ERROR loading sound control sample.Misc/cockpit_flatter.wav.flatter

The error has been consistent over numerous missions and aircraft.  Is there any change I can make to a NG Sound mod setting to clear this issue?  Otherwise I just wanted to thank you again for all the hard work you've done for all of us - really enjoying the sound immersion provided by this mod!
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FL2070

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ERROR loading sound control sample.Misc/cockpit_flatter.wav.flatter

[...] Is there any change I can make to a NG Sound mod setting to clear this issue? [...]

No, I'm afraid what you've found is an error in a preset. Fortunately, an error like this is so extremely easy and fast to fix that in the time it's taken to write this post, I've already fixed it.

Now, in the time between now and when I upload the fixed version of the mod, you can fix it yourself by going to the file ! Next-Generation Unified Sound Mod/presets/sounds/aircraft.common.prs. At line 68 of that file, you will see this:

Code: [Select]
[sample.Misc/cockpit_flatter.wav]
infinite 1
controls flatter
env      2 8
[sample.Misc/cockpit_flatter.wav]
minlo    0.05
minhi    0.50
maxlo    2.00
maxhi    2.00
value    2.50
pmin     1.00
pmax     1.00

Change the second instance of "[sample.Misc/cockpit_flatter.wav]" (the one at line 72) to read "[sample.Misc/cockpit_flatter.wav.flatter]". When you've done that, it should look like this:

Code: [Select]
[sample.Misc/cockpit_flatter.wav]
infinite 1
controls flatter
env      2 8
[sample.Misc/cockpit_flatter.wav.flatter]
minlo    0.05
minhi    0.50
maxlo    2.00
maxhi    2.00
value    2.50
pmin     1.00
pmax     1.00
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On average, the average average averages, averagely, the average average of all averages.
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