FMOD Discussion [ATS]

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serialblack
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Re: FMOD Discussion [ATS]

#2391 Post by serialblack » 04 Jan 2021 12:49

@Robinicus It was copied into a new template. What is odd is that everything was fine, until more recently I had some users mention that there was no longer any sound. I don't get any error at all to suggest there's a problem. I've also used the references with only the three without issue before as well. I dunno, perhaps when I have time I will just start from scratch and go from there....Although that would be a complete pain in the a$$ to redo an engine yet again, probably for something simple.
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Robinicus
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Re: FMOD Discussion [ATS]

#2392 Post by Robinicus » 04 Jan 2021 14:11

@serialblack - I would go over the simple things then like routing etc...I don't know of any changes that were made since 1.39 that should impact it
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Re: FMOD Discussion [ATS]

#2393 Post by serialblack » 04 Jan 2021 14:35

@Robinicus ya me either. routing is all correct as well....I guess I will do it again, hopefully it will work this time.
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Kameer
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Re: FMOD Discussion [ATS]

#2394 Post by Kameer » 06 Jan 2021 00:13

hey @Robinicus happy new year to you. Is there any way I can implement a turbo spool where the truck would whistle every time you take your foot off the gas using FMOD?
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Robinicus
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Re: FMOD Discussion [ATS]

#2395 Post by Robinicus » 06 Jan 2021 14:24

@Kameer - yes, you would add it as a new track in the engine event and use load for the trigger; you can setup triggers on the asset so it will only activate when the conditions you want are present. You can set multiples with and/or conditions to fine tune it.
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Kameer
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Re: FMOD Discussion [ATS]

#2396 Post by Kameer » 06 Jan 2021 16:00

Robinicus wrote: 06 Jan 2021 14:24 @Kameer - yes, you would add it as a new track in the engine event and use load for the trigger; you can setup triggers on the asset so it will only activate when the conditions you want are present. You can set multiples with and/or conditions to fine tune it.
Thanks. How would I be able to setup a trigger on a asset?
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Robinicus
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Re: FMOD Discussion [ATS]

#2397 Post by Robinicus » 06 Jan 2021 16:25

Ignore that this image shows it set as inverted but this is where you make those settings

[ external image ]
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Kameer
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Re: FMOD Discussion [ATS]

#2398 Post by Kameer » 06 Jan 2021 17:14

@Robinicus this is what I have in my project, however it doesn't wrong in game. Did I do anything wrong?[ external image ]
Last edited by Mohegan13 on 06 Jan 2021 17:15, edited 1 time in total.
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supersobes
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Re: FMOD Discussion [ATS]

#2399 Post by supersobes » 16 Jan 2021 23:59

I'm trying to make a mod that adds the sounds from the mod I made for the Freightliner Cascadia turn signals to the Western Star 49X. I assumed everything would work if I followed the same method. I took the WAV files I wanted to use, and I renamed to the the exact same name that SCS is using in the Western Star 49X bank. When I install the mod into the game, the blinker stick sounds are working fine, but only one of the turn signal click sounds is working. The one that is supposed to play when the arrow comes on does not work. I've check to make sure that the WAV file is playable, and I've made sure there are no typos in the file name. Does anyone have an idea why this isn't working?
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xXCARL1992Xx
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Re: FMOD Discussion [ATS]

#2400 Post by xXCARL1992Xx » 17 Jan 2021 00:09

why dont you just link the soundref file to the Cascadia edit you did ? you can specifically only link the blinker sounds from the Cascadia

just change the soundrefs sound_blinker_on/off for the 49X from

Code: Select all

source="/sound/truck/westernstar_49x.bank#interior/blinker_on"
source="/sound/truck/westernstar_49x.bank#interior/blinker_off"
to

Code: Select all

source="/sound/truck/freightliner_cascadia.bank#interior/blinker_on"
source="/sound/truck/freightliner_cascadia.bank#interior/blinker_off"
and put the 2 files into the Cascadia edit you did
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