I've successfully upload. I've sent you the mono sounds privately, so it'll be faster for you.
As i mutate the UI sounds in game, they're the only ones i left in stereo.
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Thanks a lot! I had started the conversion, but this will be a huge time saver.
I'm afraid it wouldn't solve the issue as the first sound would still be too long. I will probably change the "travel mode on" sounds to something shorter. I have an idea, but i'll have to test it later. For now I'll try to get the mono beta available as soon as possible.ledhead900 wrote: ↑Sat, 15. Feb 20, 02:40What you could do is introduce extra length to the sound but not add any sound it would just be extra time to the end of the sound file.
I think it's normal that the first launch of a mod has problems, you don't need to apologize.Neloth23 wrote: ↑Sat, 15. Feb 20, 17:34
I'll edit the UI sounds today and post a 100% mono beta version on this forum. It will just be a conversion of the sounds, without any additional treatment (EQ's, compressors, etc) for now.
It would be great if I could have some feedback on whether the mono version improves the handling of the sounds for you guys.
Thank you! It means a lot!
I'm currently uploading the mono version.EsoKerman wrote: ↑Sat, 15. Feb 20, 18:12I've already processed a few tracks where the conversion to mono has caused saturation. I think that's okay. We just need to lower the volume of the L engines.
Mono and stereo both have their advantages. Mono has better spatialization and the game handles it better. The landing sound for example is less aggressive with that. The explosions also have a better rendering. The better stereo quality is good for weapons.
So it's a good idea to offer both.
Don't worry you've no obligation to test the mono version! If the stereo is fine for you, that's great news for me!ledhead900 wrote: ↑Sun, 16. Feb 20, 03:23Will do, have not noticed many issues with the old version yet tho, I cannot tell what some of the new sounds is UI wise. I use VRO 2.0 anyway so wep sounds don't really phase me I wanted the engine sounds and ambience stuff.
Speaking of the engine travel is a bit quick for L class ships that spool up for a bit might need go with a unique sound for each class of ship its work but it can be done to patch the macro to use a different sound than the same 1 via a diff patch.
Ok, I see what you mean. I think I just managed to correct this without the need to make a sound per ship.ledhead900 wrote: ↑Sun, 16. Feb 20, 23:12Interesting.
I did notice the travel drive would keep working because the cockpit mode was lit up. It works fine for small shops the issue rises when you have an extended charge up time the sound stops before the engine is fully spooled up note I wasn't saving I was flying the ship and the and watching the speed and notification say it was charging then when it's done as you said I got the boom but charge up had stoped s few seconds before that. Hence my theory was to use an extended version with patched diff for ship class this allows you to define the sound per class or ship which need jt.
Actually, this is already the case in the game so we don't need to code it.ledhead900 wrote: ↑Mon, 17. Feb 20, 02:21
What you could likely do if worth the time is completely cut the BANG from the Charge Sound then you would make some tiny ADD references to the Travel Engine Code directly
in XML form to add the BANG sound at the same time it pushes the notification that the engine is charged.
What this would do in theory is in the notifications when it tells you that the engine is ready (as this is when the ship begins to pick up speed) it would also play the BANG sound at that EXACT moment as you added a whole new sound inside the DO IF statement inside the same block that the XML file tells pushes the message to the screen
The next version should be up for this week. I just want to tweak a few parameters here and there and maybe add a few sounds.
that.. is.. sooo much smootherNeloth23 wrote: ↑Mon, 17. Feb 20, 17:57The next version should be up for this week. I just want to tweak a few parameters here and there and maybe add a few sounds.
In the meantime, here's a little "teaser" of the new L/XL travel sound:
https://youtu.be/RM4ydO0rEA4
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