No Overlaping Sound Engine (NOSE)

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No Overlaping Sound Engine (NOSE)

Typ - Mod
Hochgeladen von - daemon1808
Datum - 16.09.2023 10:17:06
N.O.S.E is a mod intended to try to reduce the existing problem with overlaping in-mission sounds.
Allows the mission creators or mod makers to use a quequed system that will allow the sound files be played sequencially, instead of interrupt one the other.
Furthermore it provides, for players with low or none knowledge of Mission Editor, a simple method to replace the "SOUND TO" actions in an existing mission with N.O.S.E functions.

N.O.S.E (No Overlaping Sound Engine) is a mod intended to try to reduce the existing problem with overlaping in-mission sounds.
It allows to create, or change already existing, missions which the sounds will not overlap even if the condition of the triggers happen at the same time.

The ideal solution should be that ED provide a way to play sounds at the same time, but after years the API sound have not been changed and this and other weird behaviour happens using sound files.
This is only a workaround for the problem, and it is not perfect.

Some TRIGGERS during the mission happen when a particular conditions are actived. Sometimes these conditions can't be controlled by the mission creator, and 2 TRIGGERS they can overlap in time.
i.e:
A "TRIGGER 1" do some "ACTION 1" when a particular enemy unit is killed.
Another "TRIGGER 2" do other "ACTION 2" when the player reaches 10000 ft.
Then, If the enemy unit is killed at the same time (or seconds later) that the player reaches 10000 ft., both ACTIONS will do at the same time (or with a few seconds of difference)

As you know, when a "SOUND TO..." ACTION happens at the same time another "SOUND TO..." ACTION is active in the mission, one of the sounds will interrupt the other instead of being played at the same time (as well as it happens with the radio messages).
When this happens, it produce a break in the inmersion, not to mention that you can lose relevant information.

This mods allow the mission creators or mod makers to use a quequed system that will allow the sound files be played sequencially, instead of interrupt one the other.
Furthermore, it provides a simple method to replace the "SOUND TO" actions in an existing mission with N.O.S.E functions. This way, any player with low or none knowledge of Mission Editor, can change a mission to avoid this overlaping problem.

IMPORTANT: Take into account that in order to avoid completelly the problem, all the "SOUND TO" actions must be replaced by the correspondent N.O.S.E funcion (at least those that you can't ensure that will be played when no other sound is active at the same time).
This include any mod that use Mission Scripting engine to play sounds using the trigger.outsound functions.

---YOUTUBE TUTORIALS -----------------------------------

Installind and using N.O.S.E (mission creators): https://youtu.be/zWzomFSEQhU
Installing and using N.O.S.E (casual players):   https://youtu.be/lBtgihDXCc4
Example DEAD mission (with Hipster mod):          https://youtu.be/Ad9vEsa1wrQ

(PLEASE, COMMENT, LIKE AND SUBSCRIBE IF YOU WANT TO SUPPORT ME FOR MORE VIDEOS AND MODS)

(See readme.txt for more instructions about installation and how to use N.O.S.E for Mission creators and Modders)

Hope it is useful for you!!!
  • Lizenz: Freeware - Kostenlose Version, Weitergabe untersagt
  • Sprache: Alle Sprachen
  • Größe: 6.15 Kb
  • Geladen: 73
  • Kommentare: 3
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