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Old 03-12-2018, 04:15 PM   #61
dbeachy1
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To clarify how Face's cool bridge DLL works, the sequence is:

Code:
Vessel using OrbiterSound API -> Face's OrbiterSound.dll bridge -> XRSound.dll
That's why both modules need to be activated (loaded) in the launch pad.
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Old 03-15-2018, 11:43 AM   #62
LeePalmer
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Is this the legendary dll wrapping?
Should I be testing this? ( for the most obvious of reasons)
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Old 03-15-2018, 12:01 PM   #63
Face
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Quote:
Originally Posted by LeePalmer View Post
 Is this the legendary dll wrapping?
Should I be testing this? ( for the most obvious of reasons)
If you mean that in the context of making XRSound work on XP, then no.
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Old 04-24-2018, 02:46 AM   #64
Major_Tom
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Hi. Is there anyway to have the latest XR2 with all its sounds working and OrbiterSound4 at the same time? Best I figured so far is manually reassigning OS sound files in xrsound.cfg. Does anyone know of an easier way? Alternatively, would very much appreciate if someone shares XR2 1.9, I believe it didn't require XRsounds. Thanks.
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Old 04-24-2018, 08:18 PM   #65
dbeachy1
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@Major_Tom: yes, all you need to do is install and activate Face's OrbiterSound4 -> XRSound bridge DLL, and then any vessels you have that require OrbiterSound will have those sounds transparently forwarded to and played by XRSound. See this post from Face for details.
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Old 04-25-2018, 07:33 PM   #66
Major_Tom
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Quote:
Originally Posted by dbeachy1 View Post
 @Major_Tom: yes, all you need to do is install and activate Face's OrbiterSound4 -> XRSound bridge DLL, and then any vessels you have that require OrbiterSound will have those sounds transparently forwarded to and played by XRSound. See this post from Face for details.
Thanks for your quick reply, and thanks for the beautiful XR2, no doubt one of the most essential addon for Orbiter. Will give this a try once I'm on my laptop.
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Old 04-29-2018, 01:08 PM   #67
jacquesmomo
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Hi
I wonder me this:
Is it possible to assign sounds for animations to a vinka's spacecraft4 vessel with XRsound ?

I tried, but without succes...
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Old 04-29-2018, 03:12 PM   #68
Ripley
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Was it possible with orbitersound?
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Old 04-29-2018, 04:48 PM   #69
dbeachy1
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Quote:
Originally Posted by jacquesmomo View Post
 Hi
I wonder me this:
Is it possible to assign sounds for animations to a vinka's spacecraft4 vessel with XRsound ?

I tried, but without succes...
It should be, yes. Did you follow the steps on page 7 of the XRSound User Manual? A key first step is:

Quote:
1. Edit $ORBITER_ROOT\XRSound\XRSound.cfg and make these edits:
Code:
EnableVerboseLogging = 1
LogVesselAnimations = 1
LogThrusterData = 1
Then XRSound will log all the information you need in order to create an XRSound config file for that vessel class so you can add sound effects to whatever animations you want.
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Old 05-03-2018, 12:53 PM   #70
jacquesmomo
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Quote:
Originally Posted by Ripley View Post
 Was it possible with orbitersound?
I tried, but without succes....

And.... I managed with XRSound !!!

(so I have to try again with OrbiterSound)...

@Face : thank you for your "bridge" dll, it works good

but...
I have an other question : I Wonder me how to find the "number" (in red) and what is the use ? Is it important ?(the number)

Code:
# Landing Gear
[animation_0]
OpenCloseSoundID = 12002
   MovingSoundID = 12003
    PlaybackType = BothViewFar
Opening = XRSound\Default\Gear Down.wav
   Open = XRSound\Default\Gear Down and Locked.wav
 Moving = XRSound\Default\Gear Whine.wav
Closing = XRSound\Default\Gear Up.wav
 Closed = XRSound\Default\Gear Up and Locked.wav
(for OpenCloseSoundID and MovingSoundID I understand, but why 12002 etc... ?

Thank you in advance for your help
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Old 05-04-2018, 01:31 AM   #71
dbeachy1
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Quote:
Originally Posted by jacquesmomo View Post
 I have an other question : I Wonder me how to find the "number" (in red) and what is the use ? Is it important ?(the number)

Code:
# Landing Gear
[animation_0]
OpenCloseSoundID = 12002
   MovingSoundID = 12003
    PlaybackType = BothViewFar
Opening = XRSound\Default\Gear Down.wav
   Open = XRSound\Default\Gear Down and Locked.wav
 Moving = XRSound\Default\Gear Whine.wav
Closing = XRSound\Default\Gear Up.wav
 Closed = XRSound\Default\Gear Up and Locked.wav
(for OpenCloseSoundID and MovingSoundID I understand, but why 12002 etc... ?

Thank you in advance for your help
Per the comments in the sample XRSound-DeltaGlider.cfg:

Quote:
# OpenCloseSoundID = <vessel-unique sound ID> # defines the sound ID for this vessel this animation's Opening/Open/Closing/Closed sounds are tied to.
# MovingSoundID = <vessel-unique sound ID> # defines the sound ID for this vessel this animation's Moving sound is tied to.
...
# Each setting is optional. However, if OpenCloseSoundID is missing, then the
# Opening / Open / Closing / Closed sounds cannot play. Similarly, if MovingSoundID
# is missing, then the Moving sound cannot play. This is not an error, however: it
# simply disables those sounds.
To put it another way, each of those two numbers specifies an arbitrary sound ID (or "slot") to use when playing that sound. Each sound ID must be unique for a given vessel. Per the comments/docs in XRSoound.h, don't use any IDs between 10000 and 11999, as those "slots" are reserved for XRSound's default sounds. A good rule of thumb is to just start at 12000 and go up from there.

If you use both C++ code and .cfg files to configure your vessel, make sure that the sound IDs you use in your code and the sound IDs you specify in your vessel class's .cfg file are all unique.

tl;dr: it doesn't matter what ID values you use there as long as they are < 10000 or >= 12000, and each sound ID used by your vessel must be unique.
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Old 05-19-2018, 11:33 AM   #72
Major_Tom
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I know this version doesn't support UMMU but I can't figure out if I can edit the number of the crew. Tried removing crew from the .scn files and changing default crew complement in XR2prefs.cfg, still getting 14 crew which is a serious waste of O2... What am I missing?
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Old 05-19-2018, 01:37 PM   #73
dbeachy1
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You can't edit the crew currently because that was all handled by UMMU, and, unfortunately, UMMU is not compatible with Orbiter 2016, so I removed it. Crew support will be restored once the new oMMU is ready. For now, you can edit the LOX consumption rate and/or quantity in the config file.
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Old 05-25-2018, 10:04 AM   #74
jacquesmomo
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Quote:
Originally Posted by dbeachy1 View Post
 it doesn't matter what ID values you use there as long as they are < 10000 or >= 12000, and each sound ID used by your vessel must be unique.
Thank you for your answer....
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Old 05-29-2018, 10:57 AM   #75
DaveS
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Is there any way to disable the welcome start up sound? It's gets a bit annoying after the thousandth time.
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