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Author Topic: Next-Generation Sound Engine v20240601 / Next Generation Unified Sound Mod v1.1  (Read 12980 times)

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ssn637

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

Really enjoying the sound immersion with headphones.  Thanks so much for the time you've taken to give us such a wonderful gift.
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Whiskey_Sierra_972

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  • In memory of my beloved hero: Saburo SAKAI!

Thanks mate for yor reply!

I'll test your work this week!
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TXZCJSP

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I've had some interesting happenings here.
When I switch to the self-defense fire position (e.g. B17E)
The AI fires automatically and everything works fine. 
But when I switch to player control, the game jumps out and bounces back to the system desktop.

I wonder if anyone else is experiencing the same thing.

https://www.mediafire.com/file/hpwhido386whlh6/log.lst/file
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FL2070

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  • FAC #87

when I switch to player control and fire, the game jumps out and bounces back to the system desktop.

Post your logfile (log.lst).
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TXZCJSP

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Logfile uploaded. Sorry it took me a while.
Also, I've noticed that the sound of being hit by a small-caliber weapon isn't noticeable.
It's very easy to be overpowered by engine noise (7.62 7.7 7.92 12.7).
What value can I change to change the sound of a weapon hit? (Solved, Just modify hit.air.prs)
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FL2070

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  • FAC #87

From your logfile, there is a class conflict.

I suspect that it's differences between 4.12 and 4.10 that are causing it, as NG-SE is made based on UltraPack 3 code, which is based on 4.10. There will have to be some game-version-compatibility changes made to the gun code. More details on timeframe will be released when I test and get a full picture of the issue, but for now, expect an update to NG-SE within the next 3 weeks.
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ssn637

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Can we keep the Gun Class files from WxTech's Effect Package V1.6 or should we remove these?
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FL2070

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  • FAC #87

Can we keep the Gun Class files from WxTech's Effect Package V1.6 or should we remove these?

It's a matter of preference. If you increase the priority of WxTechFX over NG-SE, you'll get the more advanced WxTechFX smoketrail calculation logic, but guns with looped sounds won't have start/stop sounds when the start or stop firing. If you go the opposite way, you'll get the opposite result.

Don't quote me on this officially, but I'm (mostly) sure that the conflict is non-lethal; neither option should cause your game to crash.
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ssn637

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

Can we keep the Gun Class files from WxTech's Effect Package V1.6 or should we remove these?

It's a matter of preference. If you increase the priority of WxTechFX over NG-SE, you'll get the more advanced WxTechFX smoketrail calculation logic, but guns with looped sounds won't have start/stop sounds when the start or stop firing. If you go the opposite way, you'll get the opposite result.

Don't quote me on this officially, but I'm (mostly) sure that the conflict is non-lethal; neither option should cause your game to crash.

Thanks for the quick reply FL2070!

I removed WxTech's GUN Class files for now because I'd prefer to avoid any potential conflicts.  When WxTech Effects Package V2.0 is released I'll take another look. 

P.S. Glad to see this sound mod is working in my UltraPack 3.4 installation!  Thank you!
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SAS~Storebror

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I've seen two tiny issues since using v1.1 on our Sunday sessions.
First is from a pre-release version:

Code: [Select]
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:47)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:151)
at com.maddox.rts.SectFile.loadFile(SectFile.java:132)
at com.maddox.rts.SectFile.<init>(SectFile.java:80)
at com.maddox.rts.SectFile.<init>(SectFile.java:34)
at com.maddox.il2.objects.sounds.SndAircraft.sfxInit(SndAircraft.java:43)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1610)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1578)
at com.maddox.il2.objects.air.NetAircraft$SPAWN._actorSpawn(NetAircraft.java:344)
at com.maddox.il2.objects.air.NetAircraft$SPAWN.actorSpawn(NetAircraft.java:584)
at com.maddox.il2.engine.cmd.CmdActorSpawn.exec(CmdActorSpawn.java:186)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
at com.maddox.il2.gui.ZutiSupportMethods_GUI.spawn_ClientGUI(ZutiSupportMethods_GUI.java:1730)
at com.maddox.il2.net.ZutiSupportMethods_NetReceive.processReceivedMessage(ZutiSupportMethods_NetReceive.java:462)
at com.maddox.il2.net.NetUser.netInput(NetUser.java:1133)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:305)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:18)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:137)
at com.maddox.il2.game.Main.exec(Main.java:445)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

The corresponding code section is here (last line is the one that throws the exception):
Code: [Select]
    public void sfxInit(int gearFlapSystemType)
    {
if(sndRoot == null || !(FM instanceof RealFlightModel))
return;

final SectFile sectfile = new SectFile("presets/sounds/aircraft.misc.prs");

It's a bit of a mystery as I would not expect "presets/sounds/aircraft.misc.prs" to be absent, but as this happens in aircraft spawn code, in order to avoid further side effects (bouncing planes on ground crash etc) I'd recommend to cover this code in a try-catch-block.

Second is this one:
Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.engine.GunGeneric$SoundTimeoutThread.run(GunGeneric.java:141)

Corresponding code block (second-last line triggers the exception):
Code: [Select]
private final class SoundTimeoutThread extends Thread
{
public void run()
{
try { sleep(NGSE.gunSoundStopDelayMillis); }
catch(Throwable t)
{
soundTimeoutThread = new SoundTimeoutThread();
return;
}

sound.setVolume(0.0F);
sound.cancel();

Reason here seems to be that this background thread ("SoundTimeoutThread") sleeps for an arbitrary amount of time, during which the "sound" field might have been nullified.
You need to put these two "sound.(...)" lines into a block with a null-check on the "sound" field: "if (sound != null) { (...)".

]cheers[
Mike
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TXZCJSP

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FL2070

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  • FAC #87

I've seen two tiny issues since using v1.1 on our Sunday sessions.
First is from a pre-release version:

Code: [Select]
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:47)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:151)
at com.maddox.rts.SectFile.loadFile(SectFile.java:132)
at com.maddox.rts.SectFile.<init>(SectFile.java:80)
at com.maddox.rts.SectFile.<init>(SectFile.java:34)
at com.maddox.il2.objects.sounds.SndAircraft.sfxInit(SndAircraft.java:43)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1610)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1578)
at com.maddox.il2.objects.air.NetAircraft$SPAWN._actorSpawn(NetAircraft.java:344)
at com.maddox.il2.objects.air.NetAircraft$SPAWN.actorSpawn(NetAircraft.java:584)
at com.maddox.il2.engine.cmd.CmdActorSpawn.exec(CmdActorSpawn.java:186)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
at com.maddox.il2.gui.ZutiSupportMethods_GUI.spawn_ClientGUI(ZutiSupportMethods_GUI.java:1730)
at com.maddox.il2.net.ZutiSupportMethods_NetReceive.processReceivedMessage(ZutiSupportMethods_NetReceive.java:462)
at com.maddox.il2.net.NetUser.netInput(NetUser.java:1133)
at com.maddox.rts.NetObj.msgNet(NetObj.java:375)
at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:305)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:18)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:137)
at com.maddox.il2.game.Main.exec(Main.java:445)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Yep, I noticed this one while testing the pre-release version; it should have been fixed in the release version of NG-SE v20240601, and I haven't gotten it since. Tell me if you get it again.

Second is this one:
Code: [Select]
java.lang.NullPointerException
at com.maddox.il2.engine.GunGeneric$SoundTimeoutThread.run(GunGeneric.java:141)

Corresponding code block (second-last line triggers the exception):
Code: [Select]
private final class SoundTimeoutThread extends Thread
{
public void run()
{
try { sleep(NGSE.gunSoundStopDelayMillis); }
catch(Throwable t)
{
soundTimeoutThread = new SoundTimeoutThread();
return;
}

sound.setVolume(0.0F);
sound.cancel();

Reason here seems to be that this background thread ("SoundTimeoutThread") sleeps for an arbitrary amount of time, during which the "sound" field might have been nullified.

Good catch. I'll fix that in the next version.

The game crashes when I perform a task containing HE111

This seems to be related to the issue with controlling turret gunners. Same type of exception, and I'm betting (hoping) that it's the same method that's causing it. It'll most likely be fixed along with the gunner fix.

By the way, TXZCJSP, what version of the game and modpack were you using when you got this crash? Also, what game version and modpack were you running when you got the crash when you tried to control the gunner?
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