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Messages - LukeZ

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481
Open Source Sound Dev / Re: Sherman R975 Sounds
« on: May 19, 2019, 02:30:21 PM »
Ok Rad, I've posted the Sherman sound set and the German Voices set.

I did not include the "Sherman Soundbank" files with the Sherman set because it would make the Zip too large. I could post them to "Miscellaneous" along with the German voices but it would be better if you would split them into two sets, one appears to be American music and the other sound effects, it would be helpful if you renamed the files so the end user could tell what was what (ie, YankeeDoodle.wav or BackgroundNoise.wav or whatever). Then the user can decide what they want to do with them. But anyway they are not specific to the Sherman and again I think these types of files are easy enough for anyone to obtain, and they require no editing skills to make, and very few people probably even want to use this sort of sound, so it is not a huge priority if you don't want to bother.

You can remove your files from OneDrive now, I'm done.

482
Open Source Sound Dev / Re: Open Source Sound Files
« on: May 17, 2019, 06:17:33 PM »
GitHub is definitely not for the faint of heart, I really didn't enjoy learning it myself. If anyone is curious, I use SourceTree as a client and it works well.

Anyway I don't mind uploading them for. I was able to download your file, however I noticed none of the sounds in the "2" folder are in 16 bit 44,100 Hz format. Would you like me to just discard those sounds? Or possibly you can change them, but it would take forever to do them all 80 by hand so I'm not going to volunteer for it (possibly Audacity has some scripting or macro you could use to run through them all, but I don't know).

GitHub wants us to keep a given repository under 1GB in size, and there is a hard limit of 100MB per single file. That still leaves a lot of room for small sound clips, but no need to go overboard either, you are probably the only one who will use most of these. Our main focus are the vehicle sound. Anyone can Google for random sound clips, voice recordings and music, but engine sounds have to be assembled by somebody through a laborious and skilled process, so that is where the value is.

But your German voices collection only comes to about ~15MB zipped so it's fine.

483
Open Source Sound Dev / Re: Sherman R975 Sounds
« on: May 14, 2019, 02:17:57 PM »
Hi Rad, you asked for feedback which won't take long to give - the sounds are quite good in my opinion. I'm not sure how much my opinion counts, I don't run sound in my own models (not that I have time to run models at all). Also I am not one for all the talking and music, but I definitely know when an engine sound gives me a headache and these do not. I'd say these engine sounds are better than Tamiya and better than a lot of what gets put on Benedinis that I have heard. The longer clips eliminate the broken-record effect and makes for a very realistic impression.

The idle sound seemed good to me. Even if you come up with something better I'd say leave this one as well (for those not familiar, we can have up to 5 idle sounds that are randomly selected at each return to idle).

I know creating a sound set takes a lot of work and time, so I appreciate it. I think anyone with a Sherman would be quite pleased with these sounds.

484
It is an interesting question if a simplified version of the sound card could be made with off-the-shelf parts that would involve more or less minimal soldering and no SMD components. As always there are complications to everything, the SD card is one complication as already mentioned. There is one SD card shield for the Teensy but the design of it hides the reset button on the Teensy which you actually need to flash firmware. Nothing is ever easy. On the other hand, cheap amplifier breakout boards are widely available on eBay and Chinese sites so that part is convenient.

I am giving this some thought and I plan to test a few components. The short answer is that right now there is no good way, but if I come up with something I will post here again with my findings.
Just a brief update, I tried experimenting with various cheap off-the-shelf amplifiers that you can get on eBay, AliExpress and elsewhere and the results have not been good. The sound quality is very poor and/or the volume level is far too low. Most of these only run on 5 volts or less and are rated under 3 watts. Clean audio circuits are tricky enough with a well-designed PCB, but as soon as you start hacking and wiring in a DIY fashion the AC circuits are that much more prone to interference which translates to noise out the speaker.

As Rock has shown it's possible for the tinkerers out there to make something work but from my end I've decided not to invest time in a separate DIY/or through-hole version because I think the end result would attract limited interest and also ultimately not meet standards.

485
Open Panzer Help / Re: Problem with transmission engage/disengage.
« on: May 13, 2019, 01:52:37 PM »
Good to know! I have definitely had the same experience myself...

486
Open Panzer Help / Re: Problem with transmission engage/disengage.
« on: May 13, 2019, 01:18:58 PM »
I will inspect the throttle/transmission problem tonight. I thing it might be related with the ESCs activation too. Once powered On they need to be full trottle back and forth, and then work normally.
Using ESCs that require that sort of arming routine is definitely not ideal, and I don't think I have ever encountered any like that designed for surface vehicles, only quads and occasionally some airplanes. Are those the Banggood ESCs? If so I will want to put a note about it in the Wiki, or remove them from the recommendation list altogether.

487
Open Panzer Help / Re: Problem with transmission engage/disengage.
« on: May 12, 2019, 09:34:35 PM »
As for the brake light - I am guessing it is a bug having to do with track recoil. I will look into it.
There was indeed a bug related to track recoil. Adding a feature in one place often breaks code in another place. It wasn't something I had thought about until you mentioned it, but then I realized that track recoil was going to be interpreted as movement and if you have the brake light set to auto "On When Stopped" they would turn off on that movement. Which we don't want.

I've posted a firmware update that should fix the problem (v0.93.50 - TCB firmware only).

488
Open Source Sound Dev / Re: Open Source Sound Files
« on: May 12, 2019, 04:13:50 PM »
In this particular case (smoke), I think having a sound is indeed very usefull, because it tells us that the smoke machine has been toggled on. I am using custom smoke machines that are very silent and not always work, lol, so sometimes it is handy for me to actually heard something from the tank.
Can you not simply assign a User Sound to the same trigger source you use to toggle your smoker? This is why we have 12 user sounds! You can even have a different sound for on or off.

489
Open Panzer Help / Re: Problem with transmission engage/disengage.
« on: May 12, 2019, 04:09:47 PM »
What I see is that at second 6 you start the engine, and according to your OPZ file there is a 16 second transmission engage delay, meaning the transmission will automatically be engaged at around second 24 in the video. At exactly second 24 you appear to flip a switch which I'm assuming is the transmission switch, but then you hit the throttle and the tank takes off. Most likely you hit the switch just before the automatic engagement.

Of course I could be wrong but you will need to look at Snoop to be sure. The Snoop option is on the Firmware tab of OP Config, it allows you to connect to the TCB not in order to read and write settings, but in order to monitor what the tank is doing in real time, or anyway, what it thinks it's supposed to be doing. It is incredibly useful for debugging. It will give you a myriad of messages including when the transmission is engaged. It should help you narrow down exactly what is happening. If there is a bug I will fix it but I need to know exactly what the issue is first.

As for the brake light - I am guessing it is a bug having to do with track recoil. I will look into it.

490
Open Source Sound Dev / Re: Sherman R975 Sounds
« on: May 12, 2019, 03:51:40 PM »
Nevermind! I updated my version of 7Zip and now I can extract it.

491
Open Source Sound Dev / Re: Sherman R975 Sounds
« on: May 12, 2019, 03:32:58 PM »
I can see the file on your OneDrive and it lets me download it even, but I am unable to open the archive (I am using 7Zip). Maybe the file got corrupted, or maybe 7Zip can't read it...

Also I know things can always be improved into eternity, but it's a hassle to update the GitHub many times for a single file, unless you want to do it yourself on your end with a Git client. There is an old saying about "finished, not perfect." You don't have to make it perfect but I won't post it to the repository until you say it is "good enough." If there are already changes you know you intend to make then I will hold off.

492
Open Source Sound Dev / Re: Open Source Sound Files
« on: May 12, 2019, 03:26:37 PM »
Actually I think your engine sounds are sounding very good now. It is hard to tell exactly how they are responding to commands but the sounds themselves are sounding very realistic and if a moving model were generating those sounds I would be impressed.

When you collate your sounds for a specific model you could probably leave out all the music and spoken commands and basically anything that would fall under a "User Sound." Those are applicable across multiple models and are optional depending on the user's preferences. 

However you have a nice collection of those types of sounds and we can still include them for download. Maybe you can put together a bundle of "German user sounds" (German commands, German music), and a bundle of "American user sounds", etc... That will keep the file size for the model-specific sounds smaller and we don't have to repeat these optional sounds for each model, people can download the extra sounds once and apply them as they desire.

For the model-set I think we just want whatever is specific to that model - engine, turret, MG, cannon and whatever specifically applies to that vehicle. Of course including alternative sounds as well as the original MP3s and such are fine and would be valuable to those wishing to modify or create their own versions.

Luke: Can you add a sound for when toggling the smoke machine on and off?
It's possible and I will ponder whether it is worth it, but I might file it away for now. From long experience I have learned that adding extra features is not necessarily an intrinsic improvement as each small thing contributes extra clutter and complexity. Any individual addition is probably not so bad by itself but when multiplied by many dozens of such changes we can actually end up with a worse experience. Therefore I try to weigh each addition by how useful it will be to a large number of people. But sometimes I am not sure if there is anyone on earth who will use as many sounds as yourself!

493
Open Panzer Help / Re: Problem with transmission engage/disengage.
« on: May 12, 2019, 02:17:26 PM »
Hi, I think I have a glitch, or something wrong configured either in the TCB, radio or so... But the thing is, sometimes the engage/disengage transmission seems to automatically engage. It happened to me many times, and in the video I did for testing the sounds can be seen too.
The transmission is always automatically engaged every time the engine is started. This is normal behavior. Most people want to start the engine and start driving, they don't want to trigger two separate function. So starting the engine engages the transmission too. Then, if you want, and have enough channels, you can disengage/engage it manually with a function.

In your case you are using a rather long startup sound, so the transmission isn't engaged for quite some time (whatever you have set as the Transmission Engage Delay on the Driving tab). So it may seem like it is happening randomly later, but in fact it is as designed.

Note that even if you manually disengage the transmission during the startup sequence, when the startup delay is complete it will still automatically engage.

EDIT: Another thing I just noticed. Then idling, transmision disengaged and shotting the cannon, the rear light shuts of for a fraction of second. Not sure if it is normal.
That is not normal. Does it happen every time or intermittently? You may want to try to replicate it under Snoop to see if any function is being accidentally triggered. Let me know what you find.

494
Open Panzer Help / Re: Banggood dual channel motor controllers.
« on: May 11, 2019, 05:31:29 PM »
Great to know, thanks for reporting back! I updated the Wiki.

There are now really a large number of viable and especially inexpensive motor control options, even without the Scout.

495
Open Source Sound Dev / Re: Open Source Sound Files
« on: May 11, 2019, 05:18:54 PM »
To get files on GitHub you have to submit a pull request, but I understand if you won't want to learn all about that.

Do you have a DrobBox or something where you can put it? I will post it to GitHub for you.

But you might as well wait until you feel it is complete because the transfer back and forth is likely to be cumbersome.

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