Re: BGS - The BackgroundSet
Posted: Thu Dec 08, 2016 10:45 am
I do rather like the 'ping' from F7 though. Combine that with a regular 'pulse' on the scanner, and it'd be even more submarine-like.


For information and discussion about Oolite.
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I guess the easiest way is to split docked/inflight behaviour. I'll add it.-) Muchas gracias.phkb wrote:I'm not sure if this is a bug or a feature, but the sound effects that play when you go to the various function screens (eg F8) play even when in space! I think they should only play when docked. This is BGS v2.0
I was just going to report the same. But here is another report: a small "bug" with the sound effects is that they cut abruptly when changing screens except for the galaxy chart with F6, which has no sound, and so for instance if you were in the market screen before hitting F6 you will continue to listen to the market chatter while staring at the galaxy chart. Perhaps for the sake of consistency it would be better to stop playing anything when changing to the galaxy chart screen. But maybe an even nicer idea (though I don't know how feasible) would be to fade the sounds when switching between any two screens, but I don't know if that's possible or not.Svengali wrote:I guess the easiest way is to split docked/inflight behaviour. I'll add it.-) Muchas gracias.phkb wrote:I'm not sure if this is a bug or a feature, but the sound effects that play when you go to the various function screens (eg F8) play even when in space! I think they should only play when docked. This is BGS v2.0
worldScripts.BGS._Help();
in the console.I guess we are close to that point, now that the Snoopers replacement GNN is uploaded as well. But before I'd like to redo the Vector...Astrobe wrote:I discovered I completely overlooked BGS2 while testing A_C's one-click Oolite demo, which includes it. Please consider making it available in the manager!
I'd think the looping of some of the files got lost while transfering the handling to Lib_GUI. Probably I wouldn't have noticed it at all, because I'm using background music (the demo for Lib_Music). THX for the pointer! I'll implement a kind of pool for ambience files.ffutures wrote: ↑Thu Feb 15, 2018 9:43 pmJust installed it to use GNN and it's a big improvement most ways, but I'm not keen on the way sound is handled in the station screens - you get a few seconds of background noise then it's completely quiet unless you press a key, which doesn't really give the ambience of a busy station. I generally play wearing headphones to avoid annoying neighbours, and the sudden acoustic deadness is a bit off-putting. Is it supposed to be like that?
Thanks, that would be great. Everything else seems fine so far.Svengali wrote: ↑Sat Feb 17, 2018 6:04 pmI'd think the looping of some of the files got lost while transfering the handling to Lib_GUI. Probably I wouldn't have noticed it at all, because I'm using background music (the demo for Lib_Music). THX for the pointer! I'll implement a kind of pool for ambience files.ffutures wrote: ↑Thu Feb 15, 2018 9:43 pmJust installed it to use GNN and it's a big improvement most ways, but I'm not keen on the way sound is handled in the station screens - you get a few seconds of background noise then it's completely quiet unless you press a key, which doesn't really give the ambience of a busy station. I generally play wearing headphones to avoid annoying neighbours, and the sudden acoustic deadness is a bit off-putting. Is it supposed to be like that?