I created this poll to see which sound client people use for Orbiter 2016.
For me, I use XRSound with SoundBridge.
For me, I use XRSound with SoundBridge.
Indeed. But one problem with Orbiter Sound is that it only allows 60 sounds per vessel, so that's why I won't use it in the next version of G42-200 Starliner, as it has more than 60 sounds. This might be a problem for other add-on developers too.Would definitely like to see the XR vessels reintegrated into OrbiterSound. Switching between the two is a hassle.
Would definitely like to see the XR vessels reintegrated into OrbiterSound. Switching between the two is a hassle.
Would it be a big hassle to include an "XR Vessels Only" option in the configuration of XR Sound so that I hear the callout and warning sounds while using Orbiter Sound for the rest? This way we can have the best of both worlds: sounds for the XR vessel callouts and the 3D external sounds and stuff for other vessels.Sorry, that's not ever going to happen. The entire reason I wrote and released XRSound in the first place, and then sent the entire source code to Martin, Xyon, and Woo482, is because OrbiterSound did not work with Orbiter 2016 for years, and nobody had any way to port it. With XRSound, I can ensure that XR vessels will have working sound for all future Orbiter versions. In addition, if I get hit by a PSB ("Programmer-Seeking Bus"), Martin or someone else can take over XRSound maintenance and thus ensure that XRSound will continue to work with all future Orbiter versions and patches.
And in any case, there is always Face's XRSound-to-OrbiterSound bridge for users who want to use both XRSound and OrbiterSound simultaneously without switching.
Would it be a big hassle to include an "XR Vessels Only" option in the configuration of XR Sound so that I hear the callout and warning sounds while using Orbiter Sound for the rest? This way we can have the best of both worlds: sounds for the XR vessel callouts and the 3D external sounds and stuff for other vessels.
On the other hand, XR Sound (unnecessarily) extend these commentaries to include "9", "8", "7", "6", "5", "4", "3", "2", "1" etc.
I think I can do this. You should see it coming out soon. But you still have to download XRSound and install the default sound set to have the sound themselves, shouldn't be too hard to do. Also, any vessel with more than 60 sounds won't have the sounds more than 60 played.A better solution for people who want to use OrbiterSound 5.0 instead of XRSound for XRSound-enabled vessels would be for someone to develop a reverse version of Face's OrbiterSound-to-XRSound bridge, such that XRSound calls would be seamlessly routed to OrbiterSound 5.
I think the dev of XR Sound should add an MFD à la Orbiter Sound to change radio callouts, background musics etc.
I am just wondering if you might be able to include a "pitch"-changing feature (set the playback frequency) that OrbiterSound allows into XRSound as well?
The sound bridge is only forwarding calls to XRSound. Since XRSound does not offer a frequency parameter, it is simply ignored. Functions that do not do anything at all in the bridge just log (in the logging build of the DLL) and return false.@Face : Is your sound-bridge supporting this? How did you do it?
Why should it not? If the speed of a sound pattern is increased, it should increase all frequencies within it as well. I can't imagine what a sped-up pattern should sound like if the frequencies are not increased as well.The sound engine that XRSound uses, irrKlang Pro, supports changing a sound's playback speed, but I haven't tested if that also changes the sound's pitch.
if it works don't break it