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Author Topic: Next-Generation Sound Engine v20241225 / Next Generation Unified Sound Mod v1.2  (Read 18629 times)

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Dimas1999

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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.


This bug was fixed in 4.15 patch. Try looking at the classes from there.
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FL2070

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  • FAC #87

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.


This bug was fixed in 4.15 patch. Try looking at the classes from there.

Interesting. I'm almost completely certain that it isn't Java code that causes this bug, but I'll look around in 4.15 to see if there's something from it that can be used. I strongly suspect, though, that the reason that bug is not present in 4.15 is that they've changed the sound DLLs.
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KayMut

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Quote
Interesting. I'm almost completely certain that it isn't Java code that causes this bug, but I'll look around in 4.15 to see if there's something from it that can be used. I strongly suspect, though, that the reason that bug is not present in 4.15 is that they've changed the sound DLLs. This kind of version-dependent behavior reminds me of how games like jetx-jeu optimize their mechanics and physics handling across different updates, sometimes leading to unintended differences between versions
You can try using external sound libraries or change the sound settings in the configuration files.
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grobillmac

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I'm having an issue with the mod enabled.

When I stop shooting with the plane's guns, the sounds of mg and cannon keep playing for like 1 or 1.5 secs. The exact duration of these "ghost" shooting sounds can vary. I noticed it does it less if I shoot very short successive bursts, and the bug happen almost everytime when i shoot long bursts.

I'm playing with latest installer version, on BAT 4.3. The issue appears on bf109e1, ms406 or spitfire mk1. Probably every other plane.

I suspect some kind of lag of the engine.

Any idea how to mitigate this issue ?
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FL2070

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  • FAC #87

When I stop shooting with the plane's guns, the sounds of mg and cannon keep playing for like 1 or 1.5 secs.

Please run the game, close it, then post the NGSE.log that's generated. There are many possibilities, and the log may narrow it down.

No need to fly, the log will generate just by the game starting.
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grobillmac

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EDIT : FIXED Nevermind. Basically the issue was that my game was using only 1 CPU core. When I check all CPU cores in task manager the issue is gone. It was way more noticeable with this mod because the sounds are heavier on CPU and RAM I guess.

Anyway, sorry to have bothered you, ty a lot for your work !
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edinator

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Does this sound engine work just in stereo or does it support surround sound as well?

When I first started playing IL-2 1946 just a few years ago I recall having to jump through a few hoops to get 5.1 surround working in my setup.  I had to find a different Windows sound dll (dsound.dll?) that could be replaced in the system32 folder or just added to the IL-2 root folder.  This enabled the optical output from my Realtek motherboard sound to be interpreted by an old home theater receiver as Dolby Digital 5.1 and it is fantastic.  My wife found for me a free gaming chair with speakers behind the head, a subwoofer, and a bass activated vibrating motor that feels great on my old aching back.  With a few modifications I was able to utilize the upper chair speakers as the rear speakers of the 5.1 setup and the subwoofer/back massager direct to the receivers subwoofer output.  The home theater receiver has an additional output for a powered subwoofer.  Later I added that huge powered subwoofer that was a reverse(?) hand-me-down from my son.  This rocks the house so much in battle that I can only use it when the wife is not home. Neighbors haven't complained yet and there are fewer moles in the lawn.
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FL2070

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  • FAC #87

Does this sound engine work just in stereo or does it support surround sound as well?

The stereo feature refers to single-engined aircraft having their single-track audio replaced with stereo in internal views for extra immersion (mostly for headphone users). It doesn't affect 3D spatial sounds, or have any other effect. As far as I know, your surround setup shouldn't be affected.
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edinator

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Thank you.  Moving downstairs now to the man cave to give it a try.  I wear lightweight (on, not over, the ear?) headphones just to hold the head tracker I made but I usually use the 5.1 setup. So I'll try it both ways.  Is the new host in place yet?
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ossalot

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I got this problem where the PAL cockpit sounds dont work
Im running on VP modpack and here's my 2 logs

NSGE:
https://pastebin.com/JxABhsPS
log.lst:
mission starts at [4:32:07 AM]
https://www.mediafire.com/file/m1y5iejo0u2zhm3/log.lst/file
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FL2070

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  • FAC #87

Is the new host in place yet?

No, not yet.

here's my 2 logs

NSGE:
Code: [Select]
08:31:12 PM:      (file presets/sounds/motor.Jumo213.stop.i.prs not found)
08:31:12 PM: SoundName for class com.maddox.il2.objects.air.JU_88G6: Jumo213
08:31:12 PM: StartStopNameName for class com.maddox.il2.objects.air.JU_88G6: Jumo213
(...)

This NGSE.log is cut off at the top. Please post the first 100 lines of the NGSE.log, then we will be able to tell first and foremost whether or not PAL's cockpit sounds are seen as being enabled in the NGSE.ini.
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ossalot

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I already edited it to include a pastebin before you answered
I must have edited it too late
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