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Author Topic: Next-Generation Sound Engine v20240601 / Next Generation Unified Sound Mod v1.1  (Read 12961 times)

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TXZCJSP

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il2 4.134+ypackmod+zonk0.72 test

Incidentally, this sort of thing happened in vpmod 1.2 when player-controlled self-defense fire caused the game to crash
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FL2070

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  • FAC #87

this sort of thing happened in vpmod 1.2 when player-controlled self-defense fire caused the game to crash

After testing every turret position of every He 111 in VP Modpack 1.2 with NG-SE v20240601 installed, I'm unable to reproduce the crash.

il2 4.134

NG-SE doesn't officially support 4.13.
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TXZCJSP

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If I remember correctly, in vp1.2 the game also crashes when the player controls a b17e/f/g machine gun.
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FL2070

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  • FAC #87

If I remember correctly, in vp1.2 the game also crashes when the player controls a b17e/f/g machine gun.

I've just tried the B-17s E, F, and G, manually controlling all turret positions on all three types, VP 1.2 with no additional mods other than NG-SE, and the game doesn't crash.

It's possible that you're using another mod that's interfering with NG-SE functionality or causing conflicts. Please start your game, then close it immediately, and post the resulting NGSE.log.
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TXZCJSP

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I've tested it, and it's true that my memory was off, it works fine in VP1.2.
It's a shame that it doesn't support version 4.13.
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KSRD Jim

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Excuse me,I have no idea about  how to install this mod on HSFX V7.03 and I didn't find the guidence about how to install this mod on those classic modpack.(Because they don't have the #SAS folder. I try to use JSGME to active it, but it dosen't work)
I would appreciate it if you hlep me. :)
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FL2070

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I have no idea about  how to install this mod on HSFX V7.03

There are two options.

Automatic installation: the smart installer works with HSFX. Enter the directory of the game's root folder, and it will handle the installation process itself. Once the smart installer has installed the mod, you can disable and re-enable it with JSGME.

Manual installation: from the manual install package, extract the "! Next-Generation Sound Engine" and "! Next Generation Unified Sound Mod" folders into the "MODS" folder within the game's root folder.
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KSRD Jim

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I have no idea about  how to install this mod on HSFX V7.03

There are two options.

Automatic installation: the smart installer works with HSFX. Enter the directory of the game's root folder, and it will handle the installation process itself. Once the smart installer has installed the mod, you can disable and re-enable it with JSGME.

Manual installation: from the manual install package, extract the "! Next-Generation Sound Engine" and "! Next Generation Unified Sound Mod" folders into the "MODS" folder within the game's root folder.

Thanks!
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FL2070

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  • FAC #87

Progress Report

I've gotten back to work over the past week and there are a lot of updates pending the next release. Currently, the only things left to do are finish the code for the new stereo sounds, and trace down some "cannot load sample: null" errors that started popping up who knows when, and then everything will be released to the public.

New features to expect:

New cockpit sounds:
 - Integrated benitomuso's cockpit sounds by simply copying over his code, with a few extra null pointer checks for security. They'll be enabled with "doCockpitSounds 1" in NGSE.ini, and for crew member death sounds, "doDeathSounds 1" will also need to be set.
 - Added a trigger sound for when your guns run out of ammo. If you try to shoot your guns after running out of ammo, you'll hear the sound of the trigger clicking.
 - Added blackout deafening: when you are going unconscious from G overload, sounds in the cockpit will be deafened. This will also apply if your pilot is dead.
 - Added fuselage scraping sounds; when your plane scrapes across the ground, there will be a separate sound for the fuselage scraping, instead of just using the wheel rolling sound.
 - Added airbrake drag rumbling sound: this one's an old one that's been around since UV3, but NG-SE hasn't had it until now. You'll hear rumbling in the cockpit when you extend your airbrake.

Going further down the path of stereo-ificiation:
 - All applicable sounds from aircraft.common.prs and aircraft.misc.prs will be stereo in cockpit views.
 - Engine startup sounds for single-engined aircraft will be stereo in cockpit views.

Improvements to sound in supersonic conditions:
 - There will be a universal sonic boom sound for all aircraft, replacing the previous sonic boom which was only for certain aircraft that had it specifically.
 - Planes that are moving at supersonic speeds won't be audible from in front, making supersonic flybys much more realistic.

Internal changes:
 - aircraft.common_w.prs has been completely deprecated, with the addition of a new "water" controller to detect if the aircraft is on water or not. This removes the need for two separate aircraft.common presets with one for normal aircraft and one for floatplanes. Return to stock behavior will be done with configuration edits.
 - NG-SE will now not register invalid class name-based sound preset reassignments at all, which may increase performance slightly.
 - NG-SE will now log its NGSE.log entries in the user's time zone instead of UTC if SAS Common Utils is installed. If SAS Common Utils isn't installed, the default UTC timestamping will be used instead.

Once this update is released, NG-SE will be considered feature-complete, and all future updates to NG-SE will be geared towards tweaking and bug-fixing until there's some other feature that someone points out that should be added.

After this update, also, NG-USM will start to receive updates to its piston engine sounds to fully utilize NG-SE's 180-degree angle-based sound modulation for more realistic flybys. Currently, I've only found enough variety of audio recordings for the DB 605 series to allow for this, but I suspect that it's possible to do it for Merlin engines, and possibly the Allisons as well. Time will tell.

There is some bad news, though: there's a very, very nasty bug that was brought up a while ago which causes a sound to play at maximum volume the very first time it's heard. After searching through large amounts of code for the source of this bug, I've eventually come to the conclusion that it probably comes from the sound DLLs, which are beyond my ability to edit. This bug is therefore declared assumed unfixable.
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Whiskey_Sierra_972

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  • In memory of my beloved hero: Saburo SAKAI!

Great news about a great work!

Can I ask if the cockpit electical sounds could be disabled by conf.ini?

As these are present also for unelectrical furnished old cockpits....or maybe substituted by different sounds....
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Old_DaD

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I just noticed..if you deactivate both NGSE and NGUSM from ie #WAW3, with JSGME, they leave behind the NG - USM samples folder.
Is it ok to leave it there?
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FL2070

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Can I ask if the cockpit electical sounds could be disabled by conf.ini?

You can't disable them by conf.ini, but you can disable them by directly editing NG-USM's presets.

To do it: go into the "! Next Generation Unified Sound Mod" folder in your mods folder, and find the file "presets/sounds/aircraft.common.prs". In the [samples] section of that file, delete the "Misc/cockpit_gyro.wav" entry. This will disable that sound for all aircraft.

Anyway, this actually resurfaces another idea that I had a while ago to change the sounds of the aircraft's cockpit based on the year of entry into service... as far as I know, it'll be really easy to pull off, just insert a few lines of code in a few places, so I'll slap that in the next version too.

I just noticed..if you deactivate both NGSE and NGUSM from ie #WAW3, with JSGME, they leave behind the NG - USM samples folder.
Is it ok to leave it there?

Yes, and this is by design. The samples folder for NG-USM is very large, something around 1 GB. If that folder were enabled and disabled by JSGME, it would be duplicated from the jsgme mods folder to the real mods folder, making NG-USM take up 2 GB of hard drive space instead of 1GB, so it had to be designed so that the JSGME option would leave the samples folder behind. To allow for this, NG-USM's samples are both named differently from the way other sound mods name their samples, and put in different folders, making a file conflict impossible. Leaving that folder in your game's mods folder should do: absolutely nothing.
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