Upon spawning into the first mission of an instance of Il-2, with NGSE and NGUSM together, a deafening BANG is played as soon as the mission has loaded
This bang that you hear is the sound of every sound at once played at full volume before the game realizes that it shouldn't be played at full volume. It's a known issue, and so far, even though I have a general idea of the root cause, I'm not sure how to get at it.
The cause is that when a new sound-emitter is initialized into the game, it starts at 100% volume, and only when it's updated for the first time (which is after it has begun to play) does the game realize that its volume ought to be something other than 100%; this results in every sound "popping" for a split second when it first comes into existence.
There must be a way to fix it. I just haven't found it yet.
[...] The Next-Generation Unified Sound Mod/Next-Generation Sound Engine downloads have been updated with a patched version of the aircraft.common.prs file to fix an error discovered by ssn637 which caused error messages to display in the log and one of the G-overload samples to not play under certain conditions [...]
now I was looking at this patch and noticed that the new .prs file is smaller than the previous....so I checked the differences and noticed that 2 sections are missing in the latter [...] Is correct to have them deleted?
Yes. While editing the aircraft.common.prs, I noticed a small difference between aircraft.common.prs (used when useStereo is disabled) and aircraft.common.i.prs (used when useStereo is enabled) regarding how the fuselage G-overload sounds are calculated, so I changed the aircraft.common.prs file for parity.
[...] DOF [...]
NG-SE/NG-USM has no content for WW1-era engines and guns. This might change in the future, but for now, WW1 aircraft and modpack modules that focus on them (DBW1916 and BAT-DOF) are not considered to be officially compatible with or supported by NG-SE/NG-USM. It might "work" in that it won't crash the game, but you won't get very much out of it. My recommendation for the DOF module of BAT is to not install any sound mods over that module; just use the included sounds from VSM, as they're specifically made for the DOF module.
[...] from log I got this message:
Cannot open audio file samples/MotorsJet/J65/x_3000b.wav
Cannot open audio file samples/MotorsJet/J65/x_3000bd.wav
Cannot open audio file samples/MotorsJet/J65/x_3000bd2.wav
Cannot open audio file samples/MotorsJet/J65/3000b_s.wav
These are afterburner sounds, which the J65 engine sound preset isn't equipped with. It seems they weren't removed from the sample list as they should have been when I adopted the generalized jet preset template the J65 sample set. There will be a patch released to fix it just like before, probably within a few hours, and if not, then definitely by the end of tomorrow.
In the meantime, just like before, this can be fixed on the spot by going into the following files within the folder "Next-Generation Unified Sound Mod/presets/sounds":
motor.Avon.prs
motor.Avon.i.prs
motor.Avon.x.prs
motor.J-65.prs
motor.J-65.i.prs
motor.J-65.x.prs
Within the "[samples]" sections of these presets, remove any entries specifying the following non-existent .wav files:
MotorsJet/J65/3000b.wav
MotorsJet/J65/3000b_s.wav
MotorsJet/J65/x_3000b.wav
MotorsJet/J65/x_3000bd.wav
MotorsJet/J65/x_3000bd2.wav
Not all of the presets will mention all of the .wav files:
- presets ending in ".i" will have only "MotorsJet/J65/3000b_s.wav"
- presets ending in ".x" will have all the files with the "x_" prefix.
- presets without a suffix will have "MotorsJet/J65/3000b.wav" and all the files with the "x_" prefix.
This one is a bit more of a pain in the rear to fix than the previous one, but it's also completely ineffectual. There are no negative gameplay effects from this problem; the only negative consequence is nuisance errors in the log.