Update [obsolet] OrbiterSound 4.0 - dev thread

n122vu

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In this release, are wind sounds going to be audible in the cockpit also, where applicable (realize not a lot else can be heard when main engines are running, but during reentry/approach perhaps...)? If so (or if/when it happens), will it be tied to wind effects in the core (thinking Orbiter beta)?

Thanks,
n122vu
 

dansteph

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In this release, are wind sounds going to be audible in the cockpit also, where applicable (realize not a lot else can be heard when main engines are running, but during reentry/approach perhaps...)?

I already thought about that, the answer is no.

I would need of course to filter hi frequency else you'll have the feeling that there is a window open but as there can be many wind sound the result can be very silly.

The reason is that what you hear into a hull is a completely different sound, it's made of wind "pushing" and rubbing the hull not only the base sound with hi frequency filtered.
With only some fixed wind I could make a "rub" version for each one.

So imho the poor result that one might get doesn't worth the effort.
 
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Marvin42

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very small error

Had some free time and tried a sweep for mistakes in the http://orbiter.dansteph.com/DeleteOrbiterSoundAlphaDoc/ (amazing work Dan, MikeB, looks so professional).
current text - proposed text - comments to the proposal
------------
(...) travelling in spacecraft, (...) - travelling in a spacecraft - (either you make spacecraft to plural or place an "a" otherwise it's wrong)
I Hope you will enjoy my work! - I hope you will enjoy my work! - (capitalize only first letter in sentence)
To get started, please first try the demo scenario, and make sure to read the description - For start, try the demo scenario and make sure to read the description - ("to get started," "please first try" have the same meaning; a comma before "and" is forbidden)
(...) with any graphic client (...) - with latest graphic clients
(...) fixed, and code reworked (...) - fixed and code reworked - (no comma before "and")
Support for 3d sound (...) - Support for 3D sound
-----
In Radio:
SHF-R : Open the (R)adio panel (wich contains the MP3 control). - SHIFT-R : Open the (R)adio panel (which contains the MP3 control). (just use SHIFT instead of SHF everywhere; corrected "which")
----
In MP3:
SHF-R : Open the (R)adio panel MFD (wich contains the MP3 control). - SHIFT-R : Open the (R)adio panel MFD (which contains the MP3 control).
SHF-N : play (...) - SHIFT-N : Play
SHF-K : Change the mode of playing. (For example, in space only/in cockpit only/always, etc. See soundconfig.exe for options.) - SHIFT-K : Change the mode of playing (for example, "in space only"/"in cockpit only"/"always", etc., see soundconfig.exe for options). (corrected dots, capital letters, added comma)
(...) written in the stone (...) - I agree with Ripley and his proposal
(...) integrating the OrbiterSound SDK, and loading and playing (...) - integrating the OrbiterSound SDK, plus loading and playing (...)
(...) and library to integrate into your project open the (...) - and library to integrate into your project, open the
(...) and make sure to read the various read me (...) - and make sure to read the various "read me" files.
(...) This is now possible and each planet may have as many as 50 wind sounds so to not sound repetitive. (...) - This is now possible! And each planet may have as many as 50 wind sounds (just to not sound repetitive) - if it's intended as a joke you need to highlight it as such
(...) when the archive is unzipped in Orbiter's root directory. if you don't know how to, this chapter is for you. (...) - when the add-on is extracted in Orbiter's root directory. If you don't know how to, this chapter is for you. (...) - an archive can be zip, rar, etc so to avoid confusion i suggest the above phrase.
Thanks of course to (...) - Thanks, of course, to (...)
(...) on shockwave-sound It is strictly (...) - on shockwave-sound. It is strictly - (added a small dot)
------------------------------
 

dansteph

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Had some free time and tried a sweep for mistakes in

Much thanks, correction added and uploaded so you can check.

This is now possible! And each planet may have as many as 50 wind sounds (just to not sound repetitive)

I'm not sure this one is not confusing. There is ONE wind playing only BUT picked randomly in a list of 50 winds.
Would not peoples think that there will be 50 wind playing at different place instead ?

BUT PLEASE BY JOVE !!!
For further corrections ask me the text source file pack as this one below and help yourself.
(It's very easy, text is made with bbs tags and one exe utility convert it to html doc:
you can see immediately the result in your browser)
Page_Versions.txt

The reason is that it's very time consuming for me to search/replace text
and there is a big chance that I introduce more errors or mess some parts by doing so.
(I'm must think to dozen different think at a time: code, files, tests)

Also there is still the config file and SDK texts to correct I would be glad to earn another "official"
correcter that have time and is willing to do this work. The SDK particulary is full of typo and that
will not help peoples using it.

I can offer... well, nothing apart your name "written in [doc] stone" ;) and the satisfaction to see true english in a Orbiter's doc and not a sort of bad frenglish
 

Marvin42

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You are right, how about this (you can use the word "playlist" or just "list" and using "shuffle a sound" instead of "picking a sound" gives more meaning to the small joke):
"This is now possible! And each planet can have a playlist of as many as 50 wind sounds to shuffle a sound from (just to not sound repetitive)."
Send you a PM.
 

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It's been a couple years since I last used Orbiter (it's one of those things that waxes and wanes with me [hence, my low-post count].) Anyway ...

---

I'm only a digital audio-editing hobbyist (by no means am I a professional audio engineer) and so many of the audio clips in 3.5 really stood-out to me like a sore thumb because of how "unclean" some of the edits are (I should add that I know nothing of how the sound is actually implemented into Orbiter, and so if the "unclean" edits are merely an artifact of the implementation process itself, then I'll just have to eat my words. :) ) I was going to come here to inquire if there were any Orbiter Sound updates. And I found this thread. I'm really looking forward to the update. I just can't imagine using Orbiter without Dan's exceptional add-on.

As far as the 3D sound output is concerned, does anyone know if it is to be output as a particular format (e.g., multi-channel PCM, multi-channel AAC, or multi-channel AC3)? Thanks.
 

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:jawdrops: Sound Cones. Absolutely amazing.

When this is released, I'm hijacking the home theater system for my orbiter flights. 5.1 surround sound on 42" HD Screen? It's gonna be epic!
 

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Dan, you have reached a new level of genius! :)
And just after I buy a 5.1 system! (might not work for me though, hoping it does!)

Just to elaborate: My laptop doesn't have multiple 3.5mm outputs. I can only do 5.1 passthrough with an optical cable (SPDIF) from a USB soundcard. AFAIK this might mean I can only play surround sound if it's in a Dolby encoding. I don't know of any good realtime encoding.
 
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mathyou9

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Just to elaborate: My laptop doesn't have multiple 3.5mm outputs. I can only do 5.1 passthrough with an optical cable (SPDIF) from a USB soundcard. AFAIK this might mean I can only play surround sound if it's in a Dolby encoding. I don't know of any good realtime encoding.

I'm keeping my fingers crossed. Like you, I don't have multiple 3.5mm jacks either. In "normal mode," my soundcard's SPDIF jack only puts out a 2-channel PCM signal. When I switch to "SPDIF Interface" mode, though, it can handle a 6-channel AC3 signal. But it has to be AC3, though.
 

Ripley

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Hi Dan.
Will you include un "uninstaller" for those with OrbiterSound 3.5, or will it just be installable over 3.5??

Or will there be the need to start from a new fresh O2010P1 installation?
 
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Proximus

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:jawdrops: Sound Cones. Absolutely amazing.

When this is released, I'm hijacking the home theater system for my orbiter flights. 5.1 surround sound on 42" HD Screen? It's gonna be epic!

I was thinking the exact same thing! :thumbup:

Cant wait, awesome work Dan :cheers:
 

dansteph

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Hi Dan.
Will you include un "uninstaller" for those with OrbiterSound 3.5, or will it just be installable over 3.5??
Or will there be the need to start from a new fresh O2010P1 installation?

There is a uninstaller integrated, it warn you that and old installation was detected
and ask you if you want to remove it before installing the news. It don't destroy the mp3 nor the
third party vessel's sound folder. But you can just install over 3.5 it will work the same imho, you may
just have some outdated and unused files here and there.

Whatever you choose it will work and if there is no odd bug (we'll see that at public beta)
older vessels will work the same or better if they use default sound. (they will be in 3d)

An exception however: I added retro and aux thrust abilities, this mean that some vessel
that have them manually integrated with the SDK will have two sounds of retro&aux thrust.
But this can be easily solved with configuration file "PLAY_RETRO =false & PLAY_AUX false"

So the ShuttleA will have pod sound and they will have dynamic cone also.

---------- Post added at 04:13 PM ---------- Previous post was at 10:54 AM ----------

An exception however: I added retro and aux thrust abilities

Fun side effect: I didn't know Atlantis used a aux thruster for SRB, I was surprised to hear the default one at launch.

So I replaced it using the atlantis's sound configuration file with a loud SRB real sound found on the net.
You have now 4 channels sound for Atlantis launch. :tiphat:

Frankly ? it rock !
filter.gif


Dan
 
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Cras

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You just keep out doing yourself. Save something for the encore!

Btw, will this epic new SRB sound be able to be used on a certain other Shuttle add-on?
 

dansteph

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Btw, will this epic new SRB sound be able to be used on a certain other Shuttle add-on?

As config have top priority you can replace whatever sound.

---------- Post added at 10:02 PM ---------- Previous post was at 05:16 PM ----------

EDIT, I mean default of course.

But one interesting things: if an author disable a thruster to make its own,
you can reenable it in config and add a two channel "mega-boost" sound.
 

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I'm keeping my fingers crossed. Like you, I don't have multiple 3.5mm jacks either. In "normal mode," my soundcard's SPDIF jack only puts out a 2-channel PCM signal. When I switch to "SPDIF Interface" mode, though, it can handle a 6-channel AC3 signal. But it has to be AC3, though.

Ah. I didn't even see your earlier post.
Indeed, if Dan can provide some information on the sound format, that would be useful. I imagine it has more to do with DirectSound than Dan, but we'll (hopefully) see.
 

Marvin42

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Ah. I didn't even see your earlier post.
Indeed, if Dan can provide some information on the sound format, that would be useful. I imagine it has more to do with DirectSound than Dan, but we'll (hopefully) see.
I'm not familiar with sound formats but here Dan mentions some file paths with WAV file extension (check the last code sample in that post). I think the files can be only WAV. As I know WAV=high quality while AC3=compressed(more or less). Also as i know AC3 can hold many waves (front, left, etc) and it would be difficult to assign with AC3 a front engine sound to a ship that has no front engine sound or control the left engine sound's frequency, without unpacking the AC3 back to WAV. I'm not sure if it answers your question though.
 

dansteph

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Well this depend of your sound card and your windows's sound setting. OrbiterSound set DirectSound so it play on your default sound device with your default parameter.

Some testers have quadrophonic sound system and it work nicely. I don't know about AC3 I suppose DirectSound will dispatch the sounds accordingly ?

From a very fast search & reading (15 seconds) DirectSound 3D and AC3 are different system ? In anyway it seem you'll benefit quadraphonic.

I'm not a specialist of this, I send data to Directsound what it do after that on user's system is up to him: This was the goal of DX, making the developer free of user's hardware.
 

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I'm thinking it should work for those of us using SPDIF passthrough. I use AC3Filter for my SPDIF-passthrough (and on-the-fly-AC3-encoding) needs. I looked at the configuration settings in AC3Filter; it's looks like there are some DirectSound settings. Fingers are still crossed, but here's to hoping it works. :cheers:
 

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I think the system being referred to here is Dolby Digital Live Which is the on the fly converting of what windows thinks is a 5.1 outputs to Dolby Digital that a receiver can make use of.

I have personally never used the software ways that supposedly can do it. When I had a 5.1 system (Was a nightmare to keep configured) I had a Turtle Beach card that had hardware conversion to DDL (Dolby Digital Live) It worked but it got annoying FAST when it refused to just stream PCM or two channel audio that my receiver could do Dolby Pro Logic on for 5.1 audio (Many songs have 5.1 effects using Pro Logic II)

Today for my surround sound needs I use my handy Logitech G35 which in hardware handles conversion of 7.1 audio to Dolby Headphone which actually works (I found myself checking out the weather before discovering the game had 3D Storm audio effects) Atleast for me.

I look forward to the new Orbitersound and these 3D effects!
 
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