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Old 02-16-2018, 11:47 PM   #61
Samuel Edwards
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Quote:
Originally Posted by francisdrake View Post
 This is an excellent project! Very professional!

Some minor remarks:

- When an autopilot is engaged, the attitude thruster sound plays continously, although the thrusters only fire from time to time, after the initial attitude has been reached.
I, too, noticed this issue. I noticed this only with XR-vessels with Orbiter Sound installed, but am noticing it across all vessels when using XR Sound. Although it sounds nit-picky, the constant thruster sound can get annoying. I ended up disabling the sounds myself.
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Old 02-17-2018, 01:26 AM   #62
dbeachy1
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Thanks for the feedback, all! Thoughts / replies below:

Quote:
Originally Posted by kuddel View Post
 
  1. XRSound appears under "Miscellaneous", but I think it would be more fitting if it would appear under "Sound module for Orbiter" (like OrbiterSound did/does). See attached image.
  2. I can't find the .cfg option to disable "Silence of Space"[TM]
    Is this option missing, or just not (yet) documented in the XRSound.cfg file?
    I mean I like to hear the RCS & Mains in Space. ATC & RCS-Mode- Announcements do work in external view however.
  3. Is it possible to overwrite a vessel-specific sound-event with "no sound"?
    For example when landing Atlantis, the "Warning Gear is Up" annotation does not feel right We have to deploy it that late.
    Alternatively a config parameter like WarningGearIsUpAltitude could also work (that could be set to 0)
1) Good point, I'll dig into that and see if I can move it in the list.
2) I'll add a config parameter for that named 'SilenceOfSpace'.
3) I'll add a WarningGearIsUpAltitude parameter (and 0 will disable the warning). What should I set the default warning altitude to in the .cfg file for Atlantis?


Quote:
Originally Posted by kuddel View Post
 but hey, maybe this Twin Sonic Boom might end up in your distribution I claim no copyright for this, so it's free to be used by anyone.

The sound is, by the way actually Atlantis! (STS-122, February 20. 2008).

I've also included the -1 dB normalized version, so it's up to you to tweak it to your "level" (mine is intentionally clipped to let it feel "louder")
In that case, I will include that sound you posted in the default XRSound distribution and make it the default for the shuttle.

Quote:
Originally Posted by francisdrake View Post
 - When an autopilot is engaged, the attitude thruster sound plays continuously, although the thrusters only fire from time to time, after the initial attitude has been reached.

- Can thruster sounds also play in outboard view?
I know this is not real in vaccum, but I am spoiled by movie sound effects.

- Could someone make a dll or so to mimic Orbitersounds "Disable autopilots above 10x time acceleration?" This is surely no sound config, but I used this option forever and was wondering what happens to my vessel at higher time acceleration, before I realized I was missing this setting.
1) Actually, the thrusters play sound whenever the thrust from them is > 0, and if you leave the default prograde or retrograde AP engaged, they actually fire continuously at very low thrust levels. I will add a check to the code to not play RCS sounds if the thrust level is less than a certain minimum amount.

2) I will add a new setting for that named "SilenceOfSpace" as mentioned earlier in this post.

3) I will add a config parameter to disable default autopilots when > 10x time acceleration, defaulting to true named DisableAutopilotsTimeAccThreshold that automatically disables the default autopilots when time acceleration exceeds that threshold; the default will be 100 (x) since some systems can handle 100x time acceleration running the D3D9 client with several hundred FPS.


Last edited by dbeachy1; 02-18-2018 at 03:07 AM. Reason: Updated last item per implementation.
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Old 02-17-2018, 07:13 AM   #63
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Quote:
Originally Posted by dbeachy1 View Post
 1) Good point, I'll dig into that and see if I can move it in the list.
Just in case you have to look it up: add a string table resource to the project with identification 1000 containing the module description and 1001 the category "Sound module for Orbiter". Orbiter uses these strings automatically.
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Old 02-17-2018, 08:03 AM   #64
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Thanks, Face! I was looking in the Orbiter docs but couldn't find anything about setting the category of a module. Is that documented somewhere??
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Old 02-17-2018, 09:49 AM   #65
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Quote:
Originally Posted by dbeachy1 View Post
 Thanks, Face! I was looking in the Orbiter docs but couldn't find anything about setting the category of a module. Is that documented somewhere??
No clue. I've picked that up some time ago and used it since then without really checking for docs. I think it was mentioned in one of the Orbiter beta/development threads.
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Old 02-17-2018, 12:53 PM   #66
Marijn
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Thanks for the great work.

Today I made a new Orbiter installation to check out XRSound. I was testing with the XR2 Docked at ISS scenario. If I give the vessel a spin right after undocking, the frame rate in the cockpit view falls significantly bouncing between 30 and 40. My other Orbiter installation holds it steady at 60 when I do the same without any drops.

I don't know whether XRSound can be expected to ask more of my system's resources and whether my system may not be powerfull enough for this. When I disable XRSound in the Module tab the performance degradation remains.

Any ideas? Can XRSound be configured in a way which is a bit easier on the system resources?
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Old 02-17-2018, 06:43 PM   #67
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Quote:
Originally Posted by Marijn View Post
 Thanks for the great work.

Today I made a new Orbiter installation to check out XRSound. I was testing with the XR2 Docked at ISS scenario. If I give the vessel a spin right after undocking, the frame rate in the cockpit view falls significantly bouncing between 30 and 40. My other Orbiter installation holds it steady at 60 when I do the same without any drops.

I don't know whether XRSound can be expected to ask more of my system's resources and whether my system may not be powerfull enough for this. When I disable XRSound in the Module tab the performance degradation remains.

Any ideas? Can XRSound be configured in a way which is a bit easier on the system resources?
Are you running the D3D9 client in one but the DX7 client in the other? Based on my testing, I have not seen any performance degradation from XRSound, and XRSound only updates sounds at (currently) 20 times per second. I am adding a parameter in BETA-4 named UpdateInterval to let users configure that if they want to experiment with it, but that won't help you in this case because:

Quote:
Originally Posted by Marijn View Post
 When I disable XRSound in the Module tab the performance degradation remains.
...that indicates that XRSound is not causing the performance difference you are seeing, because when you disable XRSound by unchecking it in the Modules tab Orbiter unloads XRSound.dll from memory, and so its code is not running. Also, XRSound does not do anything "heavyweight" in its updates.
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Old 02-17-2018, 07:18 PM   #68
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Using the XRSound 3rd Beta.

I'm not sure if this is a bug or intentional, but when the simulator pauses, music playing in the background sorta pauses over a short interval along with the sim. The interval of the song continually loops until the simulator is unpaused.

I do not recall anyone noting this yet in the thread, so I apologize if this has already been brought to your attention.
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Old 02-17-2018, 09:18 PM   #69
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Quote:
Originally Posted by Samuel Edwards View Post
 Using the XRSound 3rd Beta.

I'm not sure if this is a bug or intentional, but when the simulator pauses, music playing in the background sorta pauses over a short interval along with the sim. The interval of the song continually loops until the simulator is unpaused.

I do not recall anyone noting this yet in the thread, so I apologize if this has already been brought to your attention.
That's definitely a bug, good catch! The bug is that XRSound needs to pause the (global) music sound slot separately there, because no vessel "owns" it, if that makes sense. This will be fixed in BETA-4.
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Old 02-18-2018, 09:51 PM   #70
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Hi all,

I just uploaded BETA-4 for XRSound and the XR vessels. Note that the only thing that changed in BETA-4 XR vessel zip packages was the flight manual (I fixed the Joy2Key download links on page 10 of the XR Flight Operations Manual -- reported by Ripley), so you do not need to download the new XR vessel betas if you already have BETA-2 or newer unless you want the latest flight manual.

Here is the list of changes for XRSound 1.0 BETA-4:
  • Implemented new UpdateInterval config setting that sets how often XRSound performs sound updates. The default is still 20 updates per second, which is an interval of 0.05.
  • Fixed bug with music not pausing properly when Orbiter is paused (reported by Samuel Edwards).
  • Added XRSound plugin module description and category to the Orbiter launch pad Modules page (requested by kuddel).
  • Added a new SilenceOfSpace config setting (defaults to true) that, when disabled, does not fade external sounds for static pressure; i.e., you can then hear the engines fire in external views in vacuum (requested by kuddel).
  • Added a new WarningGearIsUpAltitude config setting; default is 275 meters for normal vessels and 90 meters (300 feet) for Atlantis (requested by kuddel).
  • Added default sounds "Sonic Boom Twin.wav", "Sonic Boom Twin Loud.wav", and "Sonic Boom Twin Distant.wav" and set Atlantis to use "Sonic Boom Twin.wav" by default (Sonic Boom Twin file provided by kuddel).
  • Tweaked RCS jet sounds to 1) fade RCS Attack volume based on thrust level, and 2) not play RCS jet sounds if total thrust below 10% -- e.g., when Prograde or Retrograde autopilot is engaged (requested by francisdrake).
  • Cleaned up RCS Sustain wav file to be more seamless when looping.
  • Cleaned up main/hover/retro engine wav file to be more seamless when looping.
  • Lowered minimum (but not maximum) RCS volume levels so they are subtler when an autopilot is engaged.
  • Added new DisableAutopilotsTimeAccThreshold config setting that automatically disables the default autopilots when time acceleration exceeds the configured threshold; the default is 100x, since some systems can handle 100x time acceleration running the D3D9 client with several hundred FPS.
  • Tweaked Atlantis config to disable the "wheels up" callout on launch.
  • Added new ATC AllowInAtmosphere config setting; default = true, except for Atlantis.

I also ran a test of XRSound using Orbiter 2016's default "Welcome to Orbiter 2016" playback scenario and it was pretty cool, so I recorded a video of it. Link is in the first page of this thread next to the download links.

Thanks again for all your help beta-testing!

EDIT:
@Woo482 and @Xyon: I just pushed the new XRSound BETA-4 source code up to my server -- same download link and password as before.

Last edited by dbeachy1; 02-18-2018 at 10:39 PM. Reason: Added note
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Old 02-18-2018, 11:27 PM   #71
Marijn
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Quote:
Originally Posted by dbeachy1 View Post
 ...that indicates that XRSound is not causing the performance difference you are seeing, because when you disable XRSound by unchecking it in the Modules tab Orbiter unloads XRSound.dll from memory, and so its code is not running.
Ok. Something else must cause this. Thanks for confirming.
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Old 02-19-2018, 11:26 AM   #72
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Small note on Beta-4: default sound enum is out of sync with the numbers in comments there because 10003 is missing. Hope that doesn't cause a shift in actual using.
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Old 02-19-2018, 05:22 PM   #73
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Good catch, that's because 10003 was the original single-file music slot, and since it's now a group of files vs. just a single file, I moved it down to here:

Code:
MusicFolder,    // 11005; this is a special, global (i.e., vessel-independent) sound ID
There is no place in the code that uses hard-code numbers, of course, so it won't affect the code, but it does throw the comments off-by-one now. I commented the enum values with the sound ID to make it easy to match a sound enum's value in XRSound.log to its enum and documentation in the XRSound.cfg file. So what I'll do for BETA-5 is fix the enum sequence like this:

Code:
enum DefaultSoundID
{
    AirConditioning = 10000,    // 10000
    LandedWind,                 // 10001
    AudioGreeting,              // 10002
    MainEngines = 10004,        // 10004
    ...
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Old 02-19-2018, 05:26 PM   #74
LeePalmer
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Exclamation Does XRsound and XR work on WinXP? Soz

Hi,
The original XR2 was fun thank you.

I am having problem with the XR betas giving a
"Cannot find entry point InitializeCricicalSectionEx could not be located in dll KERNEL32.dll .

I recall seeing somethat this is new OS maybe from win 8 onwards???

Regards Lee
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Old 02-19-2018, 05:31 PM   #75
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Yes, XRSound and the XR vessels require Windows Vista or newer -- they will not run on Windows XP.
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