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Author Topic: Next-Generation Sound Engine v20240601 / Next Generation Unified Sound Mod v1.1  (Read 12949 times)

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FL2070

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  • FAC #87

I imagine the [samples] section requires the listing of the samples not having the preceding "x_". I'm about to try this...

No, the missing internal samples from the samples section are intentional. The ".x" presets were created by removing those samples from the list, without removing their [sample.(...)] sections, because it was more time-efficient to not remove their sections. For each engine, the ".x" preset is supposed to only have samples for external views, and the ".i" preset is supposed to only have samples for internal views. Those presets will be activated when and only when the conditions for stereo engine sounds have all been satisfied.

I'll probably remove those samples' sections from those presets in the next version, to prevent further such confusions.

I'd suggest reading the NG-SE documentation.
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WxTech

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Given that I'm not using the stereo feature I need only worry for the moment, in my experimentations, with the .prs not having an "i" or an "x" in its name.

After listening to the various samples with Media Player, I made these two changes:

In motor.Sakae.prs, for the inside samples I use the exterior samples beginning with "x_".

In motor.PrattWhitney_R-2800_Series.prs, for the exterior samples (not distant) I use the interior samples which do not have the preceding "x_".

For the Zero and the Hellcat this makes for a small improvement, less so for the Hellcat. Note that in both cases the same samples are used for the inside and near exterior.

The sound continues to suffer too much of a white noise contribution. Before this experimental change the exterior Hellcat motor sound was probably 75-80% white noise; now it's about half 'n half--and of a low volume that remains constant until the transition to the distant sound kicks in (whereupon it actually increases in volume a tad at that crossover due to the overlap of the samples.).

On balance, many exterior motor sounds are a weak, thin, reedy, hiss that's as much engineless glider as a supposed war beast.   ;)

While testing the Hellcat, the interior gunfire is almost inaudible, while outside it's louder than the engine. From near the plane and fairly far away, the gun volume beats the engine. Only around the transition between near and distant motor sound, where the two samples are at max overlap and hence where the engine sound is actually loudest, are the gun sounds a bit quieter than the engine.

Back to the interior Hellcat. While firing the guns, the near silence from them allows an odd sound to faintly come through which seems to me to be the airframe stress sound being activated periodically. It's not very distinct, largely due to the dominant white noise, but its coming and going does give a fair hint to its presence.

Is it possible for the shaking of gunfire to cause any momentary G-load spike which could trigger the stress sound? If not, then this would seem to be another clue to the generation of unnecessary/unwanted sounds. Like the dominating white noise I am suffering. Like the rain sound in good weather just because I had raised the altitude zone within which it could be heard.

Puzzling aspects abound...
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TXZCJSP

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I've discovered something new.
For example, when I fire for a short period of time (0.2s) the usual firing sounds don't appear in the cockpit.
Only if the firing time lasts for a while (0.3s or more) the weapon firing sounds appear
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FL2070

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  • FAC #87

when I fire for a short period of time (0.2s) the usual firing sounds don't appear in the cockpit.
Only if the firing time lasts for a while (0.3s or more) the weapon firing sounds appear

This is a known issue, and will be fixed in the next version.
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WxTech

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For myself, the far more fundamental issue is the imbalance in sound levels.

Too may cases have the guns practically inaudible in the cockpit, even when the breech of cowl-mounted guns is inside the cockpit.

The dominance of the 'white noise' in both internal and near external views is intolerable.

Motor sounds in the 'near' external regime are essentially invariant with distance. Between the nearest viewpoints and the point at which the far distance sample kicks in, the volume is sensibly fixed. Indeed, when the near and far external samples are at a balanced level in the transition between them, their sum results in a boost in volume greater than that for the near sample at the closest (!) viewpoint. Horrible.

The far gun sound samples are grotesquely too loud. They actually surpass the volume of crashing planes at the same distance. Furthermore, they are so bass-dominant that they sound like rapid peals of thunder at great distance. Horrible.

Last but not least, the inconsistency between plane and weapon type, where small differences would be expected, is sometimes so profound as to defy logic.

Is this the result of my heavily modded game? Could be. But the fact that the stock sound behaviour in that same heavily modded environment is not in any way so head-scratchingly outlandish would seem to point to an unexpected sensitivity to a wide range of class alteration. Or the need of further refinement of this new sound environment.

I want to like this. I want to keep this. But my word, the wild variability and inconsistency is aggravating. If I knew more about how sound is handled I might divine the source(s) of the issues. I've looked at the classes but see nothing obvious at this juncture...

For the time being I might just have to revert back to stock sounds. Maybe I'll look into adapting these samples into the stock scheme...?
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ssn637

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

I'm experiencing similar issues with some of my BAT 4.2.2 missions as WxTech, running on different operating systems and environments.

For example, I've uploaded a mission where the SBD-3 Dauntless can barely be heard, both within the cockpit and externally, in BAT with the NG Unified Sound Mod and Engine added (SPL Unlocker and WxTech Effects V1.6 have also been added to my BAT 4.2.2 installation).  I flew the same mission in my UltraPack 3.4 installation with the sound mod included (with the exception of SPL Unlocker because it's incompatibie with V4.10), swapping the USS Enterprise with the USS Essex (I didn't have the Enterprise in UltraPack) and the Dauntless sounded just fine both within and outside the cockpit.

https://www.mediafire.com/file/dpkeqnz2nprqw2a/Battle_of_Midway_SBD-3.zip/file

Update : I went back to my original installation and noted the same issue with the SBD-3 Dauntless as well as the F4U-1-D Corsair being too quiet in exterior view mode, so my problem had nothing to do with this sound mod.  The best combination for me at the moment, until a new version of the Unified Sound Mod has been released, is the Next Generation Sound Engine coupled with the SPLUnlocker along with my original presets and sounds.
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WxTech

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For the moment I have gone back to stock (B.A.T. 4.0) for the benefit of consistency. Sounds which are rendered inaudible or excessively faint, or motor sounds which are more like electric fans, or intermediate distance gunfire which sounds more like faraway thunder, is unsatisfactory.

I do want to understand how sounds work and so will continue to pick away things...
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Dark_Hornet19

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Thanks for this great work! I breathed new air in this simulator.
What other sound mods can you recommend for this mod with better and louder explosions, missile launches, air defense sounds and others? I can barely hear these sounds, it seems. I'm using Jiver's Total Sound Mod and VSM, but I'm not getting the desired result. I want to hear distant sounds. I am using SAS Modact 4.12.2. Also, what settings in conf.ini in the [sound] section can you recommend for better sounds?

I have the following settings:

Quote
[sound]
SoundUse=1
SoundEngine=1
Speakers=4
Placement=0
SoundFlags.reversestereo=1
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=3
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=7
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=0
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=2
ActivationLevel=0.02
Pre-emphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
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FL2070

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  • FAC #87

What other sound mods can you recommend for this mod

At the moment, NG-USM is the only sound mod that exists which is set up properly to use NG-SE's features. This will change in the future.

[W]hat settings in conf.ini in the [sound] section can you recommend[?]

I would change sound settings in game; it's much simpler that way. Use the maximum number of channels, and 44khz (44100hz) audio sampling quality. Make sure to restart your game after changing audio sampling quality, as changing that setting without restarting can have some strange effects.
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Maf_1194

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Hello. First of all, thank you for the mod. The new engine sounds are outstanding!  ;D However, i can point out a couple of problem related to gun sounds:

1) Some of the guns volume have become lower since i put the mod. Before i was just with Victor's sound pack and everything was more or less ok. Now some guns (especially the Breda guns and the browning 303) are very low in volume. I tried to manipulate the SPL value and it seems improved, but I don't know if it's possible to act into a more technical level.

2) On fly by, the guns sounds are "muffled" (like if they are shot with a silencer) until the aircraft come close to the camera, which for 1-2 seconds of passing you can hear the normal sound, then the aircraft go away and the sounds return muffled. This is not only fly-by: also when other aircraft around me shoots, i can hear their gun sounds completely muffled. The only guns which are not muffled are the heavy cannons of the ME-262, they still sound good. Dont' know why  :-X

I have still the Victor Sound mod up on JGSME, but no other sounds mod but NG-USM. Can someone help me please?
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Tokyo_Express_420

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This is a really impressive mod, well done but room for improvement:

Positives

- engine sounds very impressive
- variance in sound for front, side and aft of the plane are super impressive and immersive
- I love all the gun sounds, especially the 20mm cannons which sound beautiful
- gear and flap sounds are beautiful
- sea spray noises when sat on a carrier deck are beautiful
- rolling gear sounds are super realistic
- whistling wind with open canopy is ace

Room for improvement:

- external sounds are too quiet, either need increasing or cockpit noises need decreasing
- gear and flap sounds are too loud on external view
- white noise sound with engine off are horrible
- flak noises need to be louder, I can't hear them from the cockpit
- wing fold noises need to be removed for certain aircraft with manual wing fold such as the A6M and D3A

Overall thank you, but please check out my recommendations for improvement

- Tokyo Express
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TXZCJSP

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Can NGSE support 4.134m in the future?
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