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N.O.S.E (No Overlapping Sound Engine)


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Posted (edited)

Hi,

During my summer hollidays, I have been working in a way to avoid the existing problem with overlapping in-mission sounds.

What started as workaround to de-conflict sounds for my M.E.P. and Hipster mods, has derived to a brand new mod that I want to share for free with all of you, as a "thank you" for all Mission Creators and Modders that enrich DCS with their hard and wonderful work. Hope it will be useful for your missions and mods!

If you are a casual player that do not have deep knowledge of the Mission Editor, but you want to use N.O.S.E in some missions where sound conflicts can happen, do not worry. There is a easy way to change the standard "SOUND TO" triggers with N.O.S.E triggers, as it is explained in one of the videos bellow.

If you are a mission creator or modder, you can use it in any of your missions or mods, if you consider it useful.  Furthermore, N.O.S.E. is opensource and you can make your own changes, improvements and share them with the community.

 

BUT, WHAT'S N.O.S.E?

As you probably know, "sound" TRIGGERS during the mission happen when a particular conditions are actived. And sometimes these conditions can't be exactly controlled by the mission creator, and 2 TRIGGERS can overlap in time. This can cause that the second sound will interrupt the first one,

Using "RADIO MESSAGE" triggers for playing sounds can be a partial solution, because they do not interrupt each other, but there are other problems that makes "SOUND TO" triggers better for playing in-mission sounds.

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.

So I have developed a way to queque the sounds, that is not much different than adding a "SOUND TO" trigger, that will allow the sounds to be played sequencially instead of interrupt each other.

 

For those of you that are using M.E.P v2.4, Hipster v1.0 and/or AREA18 v3.0, do not worry. I have integrated N.O.S.E with them and you don't have to anything to de-conflict their sounds. Furthermore, If you use N.O.S.E triggers instead of "SOUND TO" in any mission, this mods will not interfere with that in-mission sounds either.

 

Thanks for your support!

 

Link to the modhttps://www.digitalcombatsimulator.com/es/files/3332988/

 

USING N.O.S.E. IN A NEW MISSION (MISSION CREATORS)

 

USING N.O.S.E IN AN ALREADY EXISTING MISSION (EASY WAY TO USE)

 

EXAMPLE OF A MISSION USING N.O.S.E (AND HIPSTER)

 

 

Edited by daemon1808
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Posted

Looks really useful, will try it as soon as it appears at User Files. Thanks a lot for sharing this 👍

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Posted
On 9/17/2023 at 11:19 AM, daemon1808 said:

Now it is active. Please, find the link above

 

Thanks, I'm testing it by converting a mission that I did for the F-15 ... it works as intended, preventing sounds from cutting onto previous ones. I did had a small issue at first, as I kept typing "True/False", when the script actually expects "true/false" ... but now I'm used to it. 

Another very minor issue is that for multiple paragraphs it inserts an horizontal line in between ... is there a way to insert a new-line character on the text field of the single paragraph script?

However, it is undoubtedly a very useful script, thanks again for sharing it  🙏

 

 

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Posted
1 hour ago, Rudel_chw said:

 

Thanks, I'm testing it by converting a mission that I did for the F-15 ... it works as intended, preventing sounds from cutting onto previous ones. I did had a small issue at first, as I kept typing "True/False", when the script actually expects "true/false" ... but now I'm used to it. 

Another very minor issue is that for multiple paragraphs it inserts an horizontal line in between ... is there a way to insert a new-line character on the text field of the single paragraph script?

However, it is undoubtedly a very useful script, thanks again for sharing it  🙏

 

Thanks for your comments Rudel_chw!!! I'm happy you found this mod useful!

Regarding the line between paragraphs, it is DCS who is inserting it. That's because each paragraph is a call to a "message to" action (or DCS Mission Scripting Engine equivalent).

But there is a workaround. You can use the single line function, and use the "/n" ("lua" language escape character for new line) when you want to begin a new line.

Something like this --> nose.QuequeSound("whatever.ogg", 10, "casa \npatata \ngato", 10, false, "sound")

Check the attached example file (no sound is included, but you can see that the text is shown in multiple lines, without a line between them.

Cheers!

testNOSEmultiplelines.miz

Posted (edited)
16 minutes ago, daemon1808 said:

But there is a workaround....

 

Thanks for the tip 👍 ... will try it tomorrow 🙂 

 

PS: Just a heads up, my spell checker says that its "Overlapping", with two p  🙂

Edited by Rudel_chw
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  • daemon1808 changed the title to N.O.S.E (No Overlapping Sound Engine)
Posted
On 9/19/2023 at 5:28 PM, Rudel_chw said:

I'm testing it by converting a mission that I did for the F-15

 

On 9/19/2023 at 7:35 PM, daemon1808 said:

I'm happy you found this mod useful!


Hello, just wanted to show you the mission that I adapted to make use of your script .. I use it on the take-off, navigation and landing phases of the flight, the rest is with traditional sound triggers:

 

 

It worked perfectly, not a single sound intruding on other sounds 😇 … great script, thanks again.

cheers!

 

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For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra

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Posted

Hi!

That's the way to use NOSE. Just take an existing mission that could have some mixed sound problems, change the offending triggers with new NOSE ones, and that will solve the problems.

Thanks for your words!

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  • 9 months later...
Posted

I may have just found a bug - or I am just not using properly.  

A set of sounds was executing from a nose.DelayedQuequeSound("soundFile", soundDuration, "text", textDuration, clearText, delay, "soundPath") command when a sound from nose.QuequeSound("soundFile", soundDuration, "text", textDuration, clearText, "soundPath") stepped over the sound executing.  It interrupted the playing sound in the same manner as base DCS triggers do.  Hope this makes sense.

@daemon1808 - is that possible?

Thanks.

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Posted

Hi Mistermann!

It is weird. In theory both functions stack the audio files in the same queue (in fact DelayedQuequeSound launches QuequeSound  after "delay" seconds)

Are you sure you have the soundDuration parameter values ok in both functions? (it should be the respective duration of the sounds + a margin of 1 or 2 secs)

On the other hand, If you send me a mission file (.miz) where this happens, I will try to check it.

BTW, have you checked lately your Patreon inbox? I sent you my last mod Better ATC for you to enjoy it!

cheers!

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