New Release XRSound 1.0 and Updated XR Vessels Released

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.
 

LeePalmer

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Dll wrapping?

Is this the legendary dll wrapping?
Should I be testing this? ( for the most obvious of reasons)
 

Face

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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.
 

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.
 

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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@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.
 

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...:hmm:
 

dbeachy1

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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...:hmm:

It should be, yes. Did you follow the steps on page 7 of the XRSound User Manual? A key first step is:

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.
 

jacquesmomo

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Was it possible with orbitersound?

I tried, but without succes....

And.... I managed with XRSound !!!:banana:

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

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

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 = [COLOR=red][B]12002[/B][/COLOR]
   MovingSoundID = [COLOR=red][B]12003[/B][/COLOR]
    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 :tiphat:
 

dbeachy1

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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 = [COLOR=red][B]12002[/B][/COLOR]
   MovingSoundID = [COLOR=red][B]12003[/B][/COLOR]
    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 :tiphat:

Per the comments in the sample XRSound-DeltaGlider.cfg:

# 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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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?
 

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.
 

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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From the first post:
All default sounds are fully configurable, including:
............
Audio greeting voice callout on simulation start
............

And from the same page:
Users can replace or disable any or all of the default sounds via the XRSound SDK or XRSound.cfg.

Hint mine ;-)
 

DaveS

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From the first post:


And from the same page:


Hint mine ;-)
I've already checked the XRSound.cfg multiple times without having found any references to the start up greeting.
 

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I guess you can delete/rename the greetings audio file then.
Edit: bad move. See next post ;-)
 
Last edited:

dbeachy1

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I've already checked the XRSound.cfg multiple times without having found any references to the start up greeting.

The setting is on line 187 of $ORBITER_ROOT\XRSound\XRSound.cfg:

Code:
#--------------------------------------------------------------------------
# Audio greeting that plays when the simulation first begins.
# Sound ID = 10002
# Default = XRSound\Default\Welcome Aboard All Systems Nominal.wav
#--------------------------------------------------------------------------
AudioGreeting = XRSound\Default\Welcome Aboard All Systems Nominal.wav

Info about how to disable a given sound is in the comment block at the start of XRSound.cfg
Code:
#==========================================================================
# This section defines which default individual sound files to use. 
# These paths are relative to $ORBITER_ROOT; however, you may also specify
# an absolute path if you wish -- e.g., C:\MySounds\foo.wav.
#
# To disable a given default sound, set its path to the special value of
# "none"; e.g., AirConditioning = none
#==========================================================================

So, to disable the audio greeting:

Code:
#--------------------------------------------------------------------------
# Audio greeting that plays when the simulation first begins.
# Sound ID = 10002
# Default = XRSound\Default\Welcome Aboard All Systems Nominal.wav
#--------------------------------------------------------------------------
AudioGreeting = [COLOR="Red"]none[/COLOR]
 

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The setting is on line 187 of $ORBITER_ROOT\XRSound\XRSound.cfg:

Code:
#--------------------------------------------------------------------------
# Audio greeting that plays when the simulation first begins.
# Sound ID = 10002
# Default = XRSound\Default\Welcome Aboard All Systems Nominal.wav
#--------------------------------------------------------------------------
AudioGreeting = XRSound\Default\Welcome Aboard All Systems Nominal.wav


I've changed line 187 to "none", to "Welcome Aboard All Vanguard Systems Nominal", and to "Welcome Aboard All XR1 Systems Nominal", and I still hear, "Welcome Aboard All Systems Nominal".

Anyone else seeing this?
 
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