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Author Topic: Next-Generation Sound Engine v20240601 / Next Generation Unified Sound Mod v1.1  (Read 12967 times)

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FL2070

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  • FAC #87

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

Thanks for the report. I've identified the issue, and it will be fixed in the next update.

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

That's Tiger's flyby sound mod.

I just posted a video mission [...]
The aircraft of interest is the F4U in carrier operation.

The engine seems to be using the old R-2800 sound all the way back from the ModAct days... there's another thing I'll have to take a look at.
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sgt_fresh

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

Seperate engine sound you hear when you press the F3 Key. Also known as Tigers Fly By sounds. It has it's own folder to place in the #WAW3 mods folder.
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FL2070

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  • FAC #87

is there a way to enhance  all the other in cockpit sounds, like landing gear for ex, over the engine?

There are two ways to do this:

1) In the preset file "aircraft.misc.prs", found in "! Next-Generation Unified Sound Mod/presets/sounds/", you can increase all "gain0" parameters.

2) In the folder "! NG-USM Samples/samples/Misc", you can put wav files into an audio editor, amplify them, and re-save them, overwriting the originals. The samples you're interested in are usually named something like "plane_(something).wav", like "plane_flaps_pneu.wav" or "plane_airbrake.wav".
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Old_DaD

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Hello,
just saw this in log file: Cannot open audio file samples/MotorsPiston/M62/starter_s.wav.
Is it relevant or just a bogie
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FL2070

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  • FAC #87

just saw this in log file: Cannot open audio file samples/MotorsPiston/M62/starter_s.wav.

Yep, that's a missing file you've caught there. It'll be fixed in the next update.
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shardana

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Hi FL2070! Thank you very much for your suggestion about the volume. Really helpfull.  Happy new year!!
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dadada352

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Hello. For me there is a marked difference between cockpit engine and exterior engine sound levels, the exterior being too quiet for my taste. I've read through the documentation and this thread and it seems others are not reporting this, what am I missing ?

I've only tried the manual install in the latest BAT incidentally and not adjusted the default configs.

Thanks in advance.
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FL2070

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  • FAC #87

there is a marked difference between cockpit engine and exterior engine sound levels, the exterior being too quiet

Find the file "! Next Generation Unified Sound Mod/USM.ini" and decrease the "stereoVolume" parameter. The current minimum accepted value is 0.1; this will be changed to 0.05 in the next update.
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dadada352

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Thanks this helped somewhat but looking forward to the update.
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TXZCJSP

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VPmodpack v1.2 does not seem to be supported
The game crashes

https://www.mediafire.com/file/tzxb5pilo7yk50z/log.lst/file
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FL2070

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The game crashes

Your log.lst says:

Code: [Select]
[3:07:58 PM] java.lang.NoSuchFieldError: gee
[3:07:58 PM] at com.maddox.il2.objects.sounds.MotorSound.update(MotorSound.java:228)
[3:07:58 PM] at com.maddox.il2.objects.sounds.SndAircraft$1.soundUpdate(SndAircraft.java:426)
[3:07:58 PM] at com.maddox.il2.engine.ActorMeshDraw.preRender(ActorMeshDraw.java:35)
[3:07:58 PM] at com.maddox.il2.objects.sounds.SndAircraft$1.preRender(SndAircraft.java:357)
[3:07:58 PM] at com.maddox.il2.engine.DrawEnvXY.preRender(DrawEnvXY.java:54)
[3:07:58 PM] at com.maddox.il2.game.Main3D.doPreRender3D(Main3D.java:2724)
[3:07:58 PM] at com.maddox.il2.game.Main3D.access$18(Main3D.java:2705)
[3:07:58 PM] at com.maddox.il2.game.Main3D$Render3D0.preRender(Main3D.java:839)
[3:07:58 PM] at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
[3:07:58 PM] at com.maddox.il2.engine.Renders.paint(Renders.java:253)
[3:07:58 PM] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[3:07:58 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[3:07:58 PM] at com.maddox.rts.Message._send(Message.java:1217)
[3:07:58 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[3:07:58 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[3:07:58 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[3:07:58 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[3:07:58 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[3:07:58 PM] at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
[3:07:58 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
[3:07:58 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[3:07:58 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[3:07:58 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235

This error is caused by another mod overriding the class SndAircraft, which is modified by NG-SE.

This can be confirmed by the stack trace claiming that MotorSound instances are updated at line 426 of SndAircraft.java. With NG-SE v20231225 installed, MotorSound instances are updated at line 427. NG-SE's SndAircraft class has been overridden by that of another mod.

No mod must be allowed to override the following files from NG-SE:
- 9147012A04461808
- C1175F8CD8B28230

Your culprit is a mod which loads at a higher priority than NG-SE and modifies those two files.
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TXZCJSP

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After a quick test, it conflicts with the Full Throttle Mod.
Now it works fine by raising the priority
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