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Author Topic: Next-Generation Sound Engine v20241225 / Next Generation Unified Sound Mod v1.2  (Read 14850 times)

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captainChaos

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Merci .
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Whiskey_Sierra_972

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Hi!

Thanks for your assistance!

1) I rised the value from 1.5 to 1.6 and the sound is grew to my taste but the aircraft sound at the start is still present: at engine off , no device activated...just sitting at the start of the mission there is a sound like something working....can you suggest some aircraft to try that could have the canopy latch?

2) I have downloaded the new manual installation files and now I have:


- In the jsgme folder those files:

#BAT_NG-SE

! Next Generation Sound Engine

#BAT_NG-USM

! Next Generation Unified Sound Mod
Classes-FMs

- In the manual installation folder:

! Next Generation Sound Engine
! Next Generation Unified Sound Mod
! NG-USM 4.12 Gun Classes
! NG-USM BAT-JTW DiffFM FlightModels

Checking the files ! NG-USM BAT-JTW DiffFM FlightModels and Classes-FMs are the same....

BUT

! NG-USM 4.12 Gun Classes is present only in the manual installation file and not in the auto installation file....is this correct?

BTW I check for a spot classfile (0DDE123CCF9F4A28) and find it in WX_Tech work for gunclasses....

About the sound with higher setings atm I have still to test.... ....EDITED:

Just tested:

I tested different configuration and noticed that I got a better quality with:

SOUND ENGINE: Direct X
Playback Channels: 32
Audio Quality: 22050 (with 44100 I feel the sound a little more with subtle real variations but too low , maybe with 22050 I loose some nutshells but I listen it a bit more immersive)
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cbradbury

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I so wanted to like this, but after some testing I uninstalled it. I seem to have a couple of major issues:

1. The external/flyby sounds seem much lower than the cockpit stereo. I use headphones almost exclusively, and if I turn the cockpit sound down to avoid ear damage, I find the externals much reduced in comparison. I tried the Bleriot in DOF for example, and whilst the cockpit engine was pretty loud I can hardly hear the external engine sound at all.

2. One of favourite aircraft is the Storch (currently using the updated model from here: https://www.sas1946.com/main/index.php/topic,71240.0.html). With the NG sound the engine is terrible - like a sewing machine on steroids, especially on high revs, and nothing like the real aircraft - too annoying to fly. In fact, the default engine sound is pretty close to the real thing (which you can hear with a cockpit based video on youtube from a plane based in the USA https://www.youtube.com/watch?v=AHckzBlHH8Y).

Shame. Still, not everything suits everyone, I suppose.

Yours,

Clive
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FL2070

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the aircraft sound at the start is still present: at engine off , no device activated...just sitting at the start of the mission there is a sound like something working....

Is the sound only present in the cockpit views? If so, it might be the cockpit electronics sound?

If possible, please post a recording of the sound that you hear.

can you suggest some aircraft to try that could have the canopy latch?

The "canopy latch" is a new sound introduced by NG-SE that plays whenever an aircraft's canopy starts or stops opening or closing. Every aircraft with an openable canopy has the canopy latch sound if NG-SE and NG-USM are both active.

! NG-USM 4.12 Gun Classes is present only in the manual installation file and not in the auto installation file....is this correct?

The installer has these classes in the "Classes-BAT" folder, and only activates them when BAT is detected.

This is because the installer checks which game version the player has by checking which mods folders exist. If it notices the #WAW3 folder, it decides that the game-type must be BAT, so it knows that the user has version 4.12.

But, it if detects no #WAW3 folder, and detects the #SAS folder, then it will know that the player is using SAS ModAct... but it won't know what version of SAS ModAct is being used, and thus it won't know what game version is being used either. So, it doesn't know that it's safe to install the 4.12 gun classes, and doesn't install them.

I suppose future versions of the installer will put the gun classes in a JSGME mod so that they can be enabled manually.

The external/flyby sounds seem much lower than the cockpit stereo. [...] whilst the cockpit engine was pretty loud I can hardly hear the external engine sound at all

In the "! Next Generation Sound Engine" folder and, in that folder, the file "NGSE.ini". In that file, the "stereoVolume" setting can be decreased to decrease the sound of the stereo-effect cockpit engine sounds. The default value is 0.15, and the minimum value that NG-SE will accept is 0.1.

After fiddling around with various volume options, I'm unable to reproduce this issue myself. If even a value of 0.1 doesn't lower the volume enough, I might consider reducing the minimum value of that setting to something like 0.05, as it seems that people with different systems or other audio setups might have different results with the stereo effect.

One of favourite aircraft is the Storch [...] With the NG sound the engine is terrible - like a sewing machine on steroids, especially on high revs, and nothing like the real aircraft [...]

Having just now listened to a different cockpit recording of a Fi 156 flight (the one posted had mainly wind sound, with an almost inaudible engine), I agree: the NG-USM sounds for the Fi 156 are not correct. I will change this in a future update.
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cbradbury

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Thank you.  I do like this mod - especially for bombers.
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Whiskey_Sierra_972

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1) Is the sound only present in the cockpit views? If so, it might be the cockpit electronics sound?

2) The installer has these classes in the "Classes-BAT" folder, and only activates them when BAT is detected.

This is because the installer checks which game version the player has by checking which mods folders exist. If it notices the #WAW3 folder, it decides that the game-type must be BAT, so it knows that the user has version 4.12.

But, it if detects no #WAW3 folder, and detects the #SAS folder, then it will know that the player is using SAS ModAct... but it won't know what version of SAS ModAct is being used, and thus it won't know what game version is being used either. So, it doesn't know that it's safe to install the 4.12 gun classes, and doesn't install them.

I suppose future versions of the installer will put the gun classes in a JSGME mod so that they can be enabled manually.


Hi mate!

I quoted the related part of your reply...thanks for your kind assistance!

1) Yes , it could be the cockpit electronic sound....is a bit too loud and maybe I feel it strange in a 1930 crate....maybe you can link it at different engine mainly used for modern aircrafts....I can tell that the canopy latch sound is not the culprit and is quite good!

2) Maybe I bed explain myself (sorry but between language barrier and covid brain fog....I'm very in difficulties) What I was meaning is that the difference are between what I find in my game folders after an auto installation (I have a not modded folder named #WAW3) and a manual installation (I have a modded folder named #WAW3_MODDED)

Within the 2 folders in the manual installation I find only these 3 files:

! Next Generation Sound Engine
! Next Generation Unified Sound Mod
Classes-FMs (added by JSGME into the previously present Classes-FMs)

While in the manual installation I can add these 4 files (a folder more than auto in substance) where the first 3 are the same as the auto installation (as specified in my post Classes-FMs and ! NG-USM BAT-JTW DiffFM FlightModels have the same files inside...only differ by the installation method: JSGME merge with the original while manually you have to add it) but the last is not added by the automatic installation:

! Next Generation Sound Engine
! Next Generation Unified Sound Mod
! NG-USM BAT-JTW DiffFM FlightModels

! NG-USM 4.12 Gun Classes

In the latter folder my test classfile research have find that 0DDE123CCF9F4A28 is also common with WX TECH work , specifically with his !!!0_WxTech_GUN_classes_BAT-BSMU

This is why I'm asking because there is risk of conflict between your and his works....
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FL2070

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the last is not added by the automatic installation:

! Next Generation Sound Engine
! Next Generation Unified Sound Mod
! NG-USM BAT-JTW DiffFM FlightModels

! NG-USM 4.12 Gun Classes

It is added by the automatic installer. It's just given a different name. The automatic installer puts these files under "BATMODS/#BAT_NG-USM/#WAW3/Classes-BAT" so that, when NG-USM is activated, JSGME will merge them with the Classes-BAT folder that already exists.

In the latter folder my test classfile research have find that 0DDE123CCF9F4A28 is also common with WX TECH work , specifically with his !!!0_WxTech_GUN_classes_BAT-BSMU

This is why I'm asking because there is risk of conflict between your and his works....

Ah yes, here's something interesting:

The gun classes from NG-SE/NG-USM are the non-WxTech-modified BSMU gun classes (changes only sound preset names), while WxTech's BSMU gun classes have additional modifications. By using NG-USM's gun classes with WxTech effects, you're essentially reverting your gun classes to an old version.

This actually doesn't cause any problems for installer users. The reason is that WxTech starts his gun classes folder with three exclamation points, which prioritizes his gun classes over the automatically installed NG-USM ones, which are in a folder starting with a "C". This means that WxTech's gun classes will override NG-USM's gun classes, exactly as they should.

But, it does cause problems for manual installers. If you are using the manual installation package, and have WxTech's effects, you should not install the 4.12 gun classes. If they are installed, they will override WxTech's gun classes, because their folder name starts with an exclamation point and then a blank space.

Thus make sure NOT to install the gun classes IF:
- You're using the manual installation package
- You have WxTech's effects
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sgt_fresh

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How to do this?
" I'd suggest finding the file "#WAW3/! Next Generation Sound Engine/NGSE.ini" and increasing the "stereoVolume" setting to something between 0.25 and 0.5 so that the engine is more audible."
My file looks like....
[NGSE]
modName USM

useStereo      1
useAroundAngle 1
useMultiPitch  1
useWepSound    1

[NGSE.multiEnginePitch]
multiPitch1    1.00
multiPitch2    1.01
multiPitch3    0.98
multiPitch4    1.02
multiPitch5    0.97
multiPitch6    1.03
multiPitch7    0.96
multiPitch8    1.04
multiPitch9    0.95
multiPitch10   1.05

Thanks in advance for any help, Best regards.
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FL2070

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(original exchange happened in a YouTube comments section)

Quote from: FL2070
I'd suggest finding the file "#WAW3/! Next Generation Sound Engine/NGSE.ini" and increasing the "stereoVolume" setting to something between 0.25 and 0.5 so that the engine is more audible.

My file looks like....

[NGSE.ini with no stereoVolume parameter]

My bad; the stereoVolume parameter isn't in the NGSE.ini. It's in the USM.ini, which is found at "! Next Generation Unified Sound Mod/USM.ini"

This will be changed in the next update.
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sgt_fresh

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Thanks for the quick reply, and instruction. I updated the line to .5
I just posted a video mission with the updated line here:
The aircraft of interest is the F4U in carrier operation.
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shardana

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Just my impression but the flyby sound is...?
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Frankiek

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Just to let you know that for the mod to run correctly in a 409 modact (and I suppose 4.10 modact also) you need to delete the Gungeneric.class (together with the two automatic classes) otherwise the Mediumshell.eff won't work and planes who need this effect won't load. Once classes deleted all the planes  tested load and sound correctly   
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