Hello my name is Uwe and I am from Germany, recently I've become aware of Pioneer and I have to say, it`'s a fantastic game, thanks to the People they spent their free Time and make this Game.
I've got only two questions perhaps one of you help me.
1.I would like to install a "radio chatter" sound, which is played repeatedly.
I have the sound file into the OGG. Format converted, but what must I do so that it is recognized and played?
2. If I want to play the game in full screen, but when o do this the screen shown so big that I can not see the menu items, they are bigger than the whole Screen! <img src=' http://spacesimcentral.com/forum/public/style_emoticons//spiteful.gi f' class='bbc_emoticon' alt='' />
When I am forced the Game in windowed mode with a resolution of 1280 X 768 i can see the Items, but i have a 27' inch Monitor and i would play with Fullscreen in 1920 X 1200! <img src=' http://spacesimcentral.com/forum/public/style_emoticons//cool.gi f' class='bbc_emoticon' alt='' />
Since my English is not so good, I wrote the text using the Google translator. <img src=' http://spacesimcentral.com/forum/public/style_emoticons//unsure.gi f' class='bbc_emoticon' alt='' />
I hope one can help me.
Greetings from Germany
I have the sound file into the OGG. Format converted, but what must I do so that it is recognized and played?
Easiest way would be to treat it as "music". If you were happy to drop all the other music, remove everything in data/music and then add your file to data/music/space. It will play constantly (ie the only selection for "ambient music").
If you wanted to have it only happen at certain times, then you can try to modify the music control script, data/modules/MusicPlayer.lua
If you want to have it over the top of the music, then you'll need to add support to the game engine to play multiple music streams at once.
Oolite has something like this, perhaps Cody could explain if he is out there?
Ok thanks Guys for your Help!
I have now copy the Radio Chatter in any Music Folder and it worls perfect.
For each of the cares this is the radio chatter sound file, try it out.
http://www.mediafire...hxt0wy8i4xchcrl
I still have the problem with the resolution, here is a screenshot at a resolution of 1920 x 1200, in Fullscreen Mode.
I hope I can be a help with this problem to.
Uploaded with ImageShack.us
Uploaded with ImageShack.us
That is the Fullscreen!!!
erst mal ein lob für die tolle idee, gefällt mir.
zu deinem "fullscreen" problem kann ich leider nicht viel zur lösung beitragen...
ein paar gedanken dazu vielleicht,
was ist die "native resolution" deines monitors?
zeigt eine niedrigere einstellung als 1920 x 1200 den selben effekt, der verlust der grafik ist gering meiner meinung nach, ich habe auf meinem PC zuvor und auch auf dem MACbook jeweils eine recht niedrige auflösung verwended, da das die leistung stark beeinflusst (was ja auch richtig so ist, aber ich verstehe gut wenn man das maximum möchte, geht mir auch so).
du benutzt windows7?
könnte der "aero" quatsch so etwas beeinflussen, ich kanns nicht sagen, da jenes das erste war was verschwand, ich mag mein windows puristisch.
ich finde titelbalken die ein fünftel des fensters verbrauchen schlichtweg doof. und schliesslich was tut das design meines betriebsystems schon zur sache?
ich will entweder arbeiten oder spielen, wozu "runde ecken" oder transparente fenster? schön ja, schöne spielerei, aber unnütz.
ich will nicht protzen, ich will produzieren <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> (mir würde ein rahmen und die nötigen pulldown menu's völlig reichen, aber hier ein knöpfchen da ein knöpfchen und alles doppelt und übergross, wozu? meiner meinung nach sollte ein betriebssystem so wenig resourcen und platz verbrauchen wie nur möglich. aber ich weiss "eyecatcher" sind das natürlich keine. wenns nach mir ginge "grün auf schwarz", solange meine anwendungen und spiele brillant daherkommen. spielereien gabs vor 20 jahren schon für die "miggy", transparente fenster und auch blätterbare 3D fenster war alles schon mal da, bloss was hab ich davon, ausser dass das damals die miggy in die knie gezwungen hat? und auch heute, etwas power geht immer flöten mit solchen dingen)
da hat man nun die grossen schirme, die hohe auflösung und versperrt sich den arbeitsraum mit kinkerlizchen.
manchmal habe ich das gefühl alles bloss gemacht damit man unzufrieden mit seinem monitor ist und sich einen grösseren anschafft, aber das tut jetzt hier nichts zur sache.
oh ja, leider bin ich grad' nich daheim, sonst könnt ich ein paar gegenproben machen.
wie gesagt, neues teil und für mich war der wechsel vom MACbook (nicht das das MACbook schlecht wäre, für seine grösse, es ist ein schönes teil und manches daran bevorzuge ich mitlerweile gegenüber windows) zu meiner neuen maschine beinahe wie ein "kulturschock",
doppelter screen, beinahe doppelte leistung, habe mir aber letzten monat "bloss" die win32 version angelacht und bin trotzdem mehr als zufrieden.
das kommt mir grad so in den sinn, da ein kollege hier ebenfalls probleme mit der win64 version gemelded hat, sprich er kann nicht speichern und auch das freigeben der persönlichen ordner hat ihm nicht geholfen.
mein win7 mit der win32 version hat nichts beanstandet.
also versuch auch allenfalls mal die win32 version von pioneer.
schwierig natürlich wenn man nicht selbst davorsitzt, denn das sind alles bloss hypothesen.
---
etwas noch, lass uns doch bitte dein betriebssystem wissen, denn das ist das minimum was man wissen muss um zu helfen.
ich bin davon ausgegangen das du ein windows benutzt, aber ich kann ja auch völlig daneben liegen.
auch ist es für unsere entwickler sehr hilfreich wenn sie einsicht in,
a: dein betriebssystem, verwendete maschine, spezifikation der grafikkarte
b: opengl.txt (findest du in deinem "lokalen" pioneer verzeichnis), der zeigt ihnen was bei dir unterstützt wird (falls du nicht weiist wo das zu finden ist, ein kleiner tip: wenn du ein spiel speicherst wird der pfad zum lokalen ordner angezeigt im textfenster des spiels).
c: im falle anderer spielbezogener fehler oder bugs, den inhalt von stderr.txt und stdout.txt (achte darauf das redirect stdio auf 1 gesetzt ist in der config.ini, das ist es aber bei default sowieso.
---
and philly, no i won't be lost for your MAC experiences...
we need more, urgently more MAC players, ha, ha.
really, i was arguing about missing support for Logitechs game controller software on their site and recognized that i'm not the only one.
i know still the MAC is rarely used for gaming, but i told them that there are many things ahead in the opensource sector and the users longing for proper support.
it seems they developed the last LGS (logitech gaming software) under a crossplatform environment, but never released the mac version?
i guess the can't see, they search a "user research" specialist, psychology is needed to have studied for it, but it seems they can't see that, hmm?
i guess they should look for a "craftsman" instead, lol.
just for the fun of it.
i know they have problems now with reduced sales of their products, usually i'm not fixed on a brand, but in case of logitech it's something different, not only because the motherhouse is in Lausanne,CH. it's really trustworthy quality, but that's a problem to.
i use since 10years the same steering wheel, can't use more then one joypad at once, even if i own already three, but all are aged more as 5 years,
that's somehow to much of quality, lol. that stuff seems never to break, but yeah that's ok. that's exactly why i stand behind it.
it's cool it seems they catched, or some must have had the same ideas as me, you can have a flight controller with pedals from them, exactly how i have set it up always, that's nice to see.
also the new gaming keyboard comes very close to a idea i had once...
they know already how to fulfill "bubenträume" (a boys dream), only i haven't the right money for it.
and if i think that it has started with a present from Xerox to a swiss watchmaker who was interested in optoelectronics...
"we've noticed you had much interest in this little toy, as we have no right use for it (back then there was no graphical user interface to see) we send that to you as a present (the very first mouse)".
Danke für deine Antwort und schon das dir meine Idee gefällt!
Also zu meinem System, ich habe einen:
Acer Aspire M7811 PC
4x Intel Core I7 2,80 GHz / 8GB Ram
Nvidia Geforce GTX 480
Win 7 64 bit
und ich habe diese Pioneer Version runtergeladen:
pioneer-alpha27-win32.7z (179.5 MB, md5sum: decd6a0fbe05abb1ba93a8ca923bb09c)
Es ist egal welche Auflösung ich wähle, im Vollbildmodus ist der Bildschirmausschnitt immer zu groß, was mich nur wundert als ich mit "FRAPS" ein Screenshot machen wollte, sah der Screenshot völlig normal aus!
Deswegen habe ich ein Video aufgenommen und von diesem Video zwei Fotos gemacht, damit Ihr versteht wovon ich rede.
Hier mein "opengl.txt"
OpenGL version 4.2.0, running on NVIDIA Corporation GeForce GTX 480/PCIe/SSE2
Shading language version: 4.20 NVIDIA via Cg compiler
Available extensions:
GL_AMD_multi_draw_indirect
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_ES2_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_subroutine
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_storage
GL_ARB_texture_swizzle
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_texture_type_2_10_10_10_REV
GL_EXT_timer_query
GL_EXT_transform_feedback2
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_import_sync_object
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_alpha_test
GL_NV_blend_minmax
GL_NV_blend_square
GL_NV_complex_primitives
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_explicit_multisample
GL_NV_fbo_color_attachments
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragdepth
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_buffer_load
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_lod_clamp
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_OES_depth24
GL_OES_depth32
GL_OES_depth_texture
GL_OES_element_index_uint
GL_OES_fbo_render_mipmap
GL_OES_get_program_binary
GL_OES_mapbuffer
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_OES_texture_3D
GL_OES_texture_float
GL_OES_texture_float_linear
GL_OES_texture_half_float
GL_OES_texture_half_float_linear
GL_OES_texture_npot
GL_OES_vertex_array_object
GL_OES_vertex_half_float
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
Implementation Limits:
GL_MAX_3D_TEXTURE_SIZE = 2048
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 8
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 2
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 160
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 16384
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_ELEMENTS_INDICES = 1.04858e+006
GL_MAX_ELEMENTS_VERTICES = 1.04858e+006
GL_MAX_EVAL_ORDER = 8
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 2048
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_PIXEL_MAP_TABLE = 65536
GL_MAX_PROJECTION_STACK_DEPTH = 4
GL_MAX_RENDERBUFFER_SIZE_EXT = 16384
GL_MAX_SAMPLES_EXT = 32
GL_MAX_TEXTURE_COORDS = 8
GL_MAX_TEXTURE_IMAGE_UNITS = 32
GL_MAX_TEXTURE_LOD_BIAS = 15
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_TEXTURE_SIZE = 16384
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_UNITS = 4
GL_MAX_VARYING_FLOATS = 124
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 32
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 4096
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 3
GL_SAMPLE_BUFFERS = 1
GL_SAMPLES = 2
GL_ALIASED_LINE_WIDTH_RANGE = 1, 10
GL_ALIASED_POINT_SIZE_RANGE = 1, 63
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_SMOOTH_LINE_WIDTH_RANGE = 0.5, 10
GL_SMOOTH_POINT_SIZE_RANGE = 1, 63.375
t
stderr.txt
unknown language token 'REPUTATION' at lang/Deutsch.txt:480
unknown language token 'FAST_ROTATION_CONTROL' at lang/Deutsch.txt:516
string file 'lang/Deutsch.txt' has missing tokens:
CABINS
CAMERA_BOTTOM_VIEW
CAMERA_LEFT_VIEW
CAMERA_RIGHT_VIEW
CAMERA_TOP_VIEW
CANT_SAVE_IN_HYPERSPACE
CARGO_SCOOP
CARGO_SCOOP_ACTIVE_1_TONNE_X_COLLECTED
CARGO_SCOOP_DESCRIPTION
COMPRESS_TEXTURES
COMPUTER_HEADING_CONTROL
COUNT_ON_SURFACE
DECREASE_SCAN_RANGE
DISPLAY_NAV_TUNNEL
FACTION
FRONT_COCKPIT_VIEW
FUEL
GAME_SAVE_CANNOT_WRITE
HEADING_LOCK_BACKWARD
HEADING_LOCK_FORWARD
HUD
INCREASE_SCAN_RANGE
INTERNAL_VIEW
IN_TRANSIT
MISCELLANEOUS
MM_SETTINGS
MM_START_NEW_GAME_LAVE
MONTH_APR
MONTH_AUG
MONTH_DEC
MONTH_FEB
MONTH_JAN
MONTH_JUL
MONTH_JUN
MONTH_MAR
MONTH_MAY
MONTH_NOV
MONTH_OCT
MONTH_SEP
NUMBER_DAYS
PASSENGER_CABIN
PERSONAL
PROBABILITY_OF_ARRIVAL_X_PERCENT
REAR_COCKPIT_VIEW
REFUEL
RESET
RETURN_TO_MENU
ROTATE_DOWN
ROTATE_LEFT
ROTATE_RIGHT
ROTATE_UP
SCANNER_CONTROL
SELECT_LOW_THRUST_POWER_LEVEL
SET_LOW_THRUST_POWER_LEVEL_TO_X_PERCENT
SIDEREAL_VIEW
SYSTEM
TOGGLE_HUD_MODE
TOGGLE_SCAN_MODE
UNOCCUPIED_CABIN
UNOCCUPIED_CABIN_DESCRIPTION
USE_LOW_THRUST
X_PASSENGER_CABINS
X_SHIELD_GENERATORS
X_UNOCCUPIED_CABINS
stdout.txt
Initialized GL2 renderer
l_fac_add_to_factions: added 'Independent' [Independent]
l_fac_add_to_factions: added 'Federation' [Federation]
l_fac_add_to_factions: added 'Confederation of Independent Systems' [CIS]
l_fac_add_to_factions: added 'Red' [Red]
Number of factions added: 4
Danke für die Hilfe!
Thanks for your answer and already that you like my idea!
So to my system, I have one:
Acer Aspire M7811 PC
4x Intel Core i7 2.80 GHz / 8GB RAM
NVIDIA GeForce GTX 480
Win 7 64 bit
and I downloaded this version of Pioneer:
pioneer-alpha27-win32.7z (179.5 MB, md5sum: decd6a0fbe05abb1ba93a8ca923bb09c)
It does not matter what resolution I choose, in full screen mode the screen section is getting too big, what surprises me just as I wanted to do with "Fraps" is a screenshot of the screenshot was completely normal!
That's why I record a video and make two Pictures from this video ​​so that you understand what I mean.
Thanks for the help!
Sounds like windows 7 desktop-scaling issues.
Try adding some compatability modes to the Pioneer.exe. Right click it and Choose properties -> Compatability -> Tick Disable desktop scaling, and Disable desktop composition.
Its worth a try...
Thanks for the tip, it now works perfect in full screen mode!
This is a little different to me noticed in the Pioneer folder data / sounds are sounds that I've never heard in the game before.
For example i never hear "Bulk_Door_open_close" or "Large_Station_ambient" sounds, or just the ship sounds for example "Atmosphere_Flying", for me it's dead silence.
The engine sounds, Icon sounds, laser sound plays all.
Did any of you on this one idea why this could be.