I will most likely not be doing a VRO version because I don't play it. But I am happy to help someone make one for VRO. I am on the egosoft modding discord and X4 Star Wars Interworlds discord if anyone wants help.
edit: I added dependency support to VRO and zsounds, hope that can help!
Thank you! Which ship and specific engine were you using? I just checked and it appears I got all the terran travel sfx. I might have missed something!
Do you know which sound file is responsible for that damned repeating "boowmmm" noise in travel drive? I hate it and want to remove it or replace it with something different.
found it! sfx\engines\travel\enginedetail_travel_highspeed for now I've just taken one of the looping travel drive sounds, stretched it, applied some minor EQ, and replaced the bowmmm with this, in a mini mod of random stuff I change for my own personal tastes.
Feedback on your mod: a lot of engine sounds are too quiet, to the point that it seems like it's broken sometimes, but I think that's what you're going for, so cool I guess :)
Thanks! I will be re-doing many of these sound effects to make them a bit more noticeable in the next couple updates. I just need to play enough to get a feel for what needs to adjusted.
It already is nicer than default (the obvious looping engine sounds). I think this will turn out great.
By the way, for deep impact, are you doing a set series of actions macro style for all the sounds or tailored to each effect? Wondering if there is a repeatable process like an audacity macro that could be applied to VRO's weapon sounds.
Haha, I will do my best! I am trying to get away with using audacity macros as much as I can for each type of sound effect.
It should be easy to do that with VRO's sound effects. The time consuming part is assigning each new sound file and replacing it from VRO's sound_library.xml; assuming it is using one.
Thanks for the update. There are a lot of errors in the x4-game.log
Here some of them: [=ERROR=] 0.00 No matching node for path '//sound[@id='enginedetail_ship_l_01_boost_stop']/sample' in patch file 'extensions\deepThrust\libraries\sound_library'. Skipping node. [=ERROR=] 0.00 No matching node for path '//sound[@id='enginedetail_ship_xl_01_boost_stop']/sample' in patch file 'extensions\deepThrust\libraries\sound_library'. Skipping node. [=ERROR=] 0.00 No matching node for path '//sound[@id='enginedetail_ship_s_01_boost_stop']/sample' in patch file 'extensions\deepThrust\libraries\sound_library'. Skipping node.
I decided not to remove those entries since these are valid entries for pre-7.50 gameplay and they are not doing any harm to the game. The nodes are skipped and all the new 'booster' sound files are replaced. If you play on 7.10 you will get errors for the new sound file entries and those will be skipped as well.
I do plan on reincorporating some of these 'legacy' sound files for 7.50 once I play enough to get a feel for what I want to bring back.
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and the number of updates is out of this world :D
the latest file 0.26 does not seem to be working with Nexus.
I can not download the latest version.
edit: It appears to have uploaded!
Just wanted to give some praise and butt in with the hope of VRO support aswell :)
edit: I added dependency support to VRO and zsounds, hope that can help!
Please do the Terran L Travel engines as well! Their sound is horrible.
But just when accelerating or decelerating. I have made a sound file for it:
https://easyupload.io/1w973v
for now I've just taken one of the looping travel drive sounds, stretched it, applied some minor EQ, and replaced the bowmmm with this, in a mini mod of random stuff I change for my own personal tastes.
Feedback on your mod: a lot of engine sounds are too quiet, to the point that it seems like it's broken sometimes, but I think that's what you're going for, so cool I guess :)
By the way, for deep impact, are you doing a set series of actions macro style for all the sounds or tailored to each effect? Wondering if there is a repeatable process like an audacity macro that could be applied to VRO's weapon sounds.
It should be easy to do that with VRO's sound effects. The time consuming part is assigning each new sound file and replacing it from VRO's sound_library.xml; assuming it is using one.
There are a lot of errors in the x4-game.log
Here some of them:
[=ERROR=] 0.00 No matching node for path '//sound[@id='enginedetail_ship_l_01_boost_stop']/sample' in patch file 'extensions\deepThrust\libraries\sound_library'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//sound[@id='enginedetail_ship_xl_01_boost_stop']/sample' in patch file 'extensions\deepThrust\libraries\sound_library'. Skipping node.
[=ERROR=] 0.00 No matching node for path '//sound[@id='enginedetail_ship_s_01_boost_stop']/sample' in patch file 'extensions\deepThrust\libraries\sound_library'. Skipping node.
I decided not to remove those entries since these are valid entries for pre-7.50 gameplay and they are not doing any harm to the game. The nodes are skipped and all the new 'booster' sound files are replaced. If you play on 7.10 you will get errors for the new sound file entries and those will be skipped as well.
I do plan on reincorporating some of these 'legacy' sound files for 7.50 once I play enough to get a feel for what I want to bring back.