FMOD Discussion [ATS]
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
- serialblack
- Posts: 87
- Joined: 17 Sep 2018 23:46
- Location: Canada
Re: FMOD Discussion [ATS]
lol true, but you know how some get....
So I tore into the international LT just to see how they did things...and it would seem, at least by what wav files I saw, that its a completely separate bank similar to the normal engine bank, but simplified. Question now is would all the tracks be on a single sheet (eg. engine/remote), or would be similar in setup to the original engine (with engine, exhaust, etc.)
Edit: it looks like everything is on a single sheet as the guid only shows one line:
event:/remote/engine
So I tore into the international LT just to see how they did things...and it would seem, at least by what wav files I saw, that its a completely separate bank similar to the normal engine bank, but simplified. Question now is would all the tracks be on a single sheet (eg. engine/remote), or would be similar in setup to the original engine (with engine, exhaust, etc.)
Edit: it looks like everything is on a single sheet as the guid only shows one line:
event:/remote/engine
Re: FMOD Discussion [ATS]
I saw they added that in 1.41 but no new template was added (big surprise)....I was assuming it would be in the exterior but did not play with it at all
1.39 combined engine pack now available
1.39 default SCS replacement engine pack now available
MS Flight Sim 2020 - Alpha test team
1.39 default SCS replacement engine pack now available
MS Flight Sim 2020 - Alpha test team
-
- Posts: 27
- Joined: 07 Aug 2020 11:19
Re: FMOD Discussion [ATS]
Yep agreed SB , Looks like we need to create a whole new bank for the "remote " engine so others can hear the trucks..Im hoping they will give us another template , otherwise its just trial and error with the parameters.
Bugger
Bugger
- Drive Safely
- Posts: 2844
- Joined: 20 Jun 2015 06:17
- Contact:
Re: FMOD Discussion [ATS]
Having the remote sounds in a separate bank seems strange to me unless it's to save on memory somehow. If the same assets are used, SCS could reduce the game's file size by not using a separate bank...
Re: FMOD Discussion [ATS]
I'm guessing the bank will have a lot less options sound wise.
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ATS Workshop
"never attribute to malice that which is adequately explained by stupidity"
ATS Workshop
"never attribute to malice that which is adequately explained by stupidity"
- serialblack
- Posts: 87
- Joined: 17 Sep 2018 23:46
- Location: Canada
Re: FMOD Discussion [ATS]
I agree @Drive Safely it really seems kinda redundant...they used about half of the exact same sounds, so like the jake sound had 3 samples in the main engine bank, but only 1 in the remote one. Just seems....excessively unnecessary...
-
- Posts: 27
- Joined: 07 Aug 2020 11:19
Re: FMOD Discussion [ATS]
Hey gents I seem to have got remote soungs working in convoy, just finished up some testing. ill make a video on YT showing what i have done, might not be the most correct way but it is a start
Jc
Jc
-
- Posts: 27
- Joined: 07 Aug 2020 11:19
Re: FMOD Discussion [ATS]
https://youtu.be/ELwTmWa2-7o
How to update sound mod for use in 1.42 convoy so remote user can hear your engine sound.
extra line in sound.sui
sounds[]:"remote|/def/vehicle/jc.soundref/jc_e9_v8_rm_sound_engine_rm.soundref"
new soundref name
jc_e9_v8_rm_sound_engine_rm.soundref
inside soundref file
source="/sound/truck/jc_e9_v8_rm.bank#remote/engine"
Hope this helps
Cheers
How to update sound mod for use in 1.42 convoy so remote user can hear your engine sound.
extra line in sound.sui
sounds[]:"remote|/def/vehicle/jc.soundref/jc_e9_v8_rm_sound_engine_rm.soundref"
new soundref name
jc_e9_v8_rm_sound_engine_rm.soundref
inside soundref file
source="/sound/truck/jc_e9_v8_rm.bank#remote/engine"
Hope this helps
Cheers
Re: FMOD Discussion [ATS]
@Max Do you guys plan on adding support for the exhaust, turbo and start_bad events to the remote banks? I feel that adding all of those relevant sounds to the engine event is just counterintuitive and negates the reason to have these separate events/banks in the first place (performance?). Not to mention, with a proper setup, the exhaust sounds will behave differently from the engine so need their own parameter configurations and volume attenuations.
Re: FMOD Discussion [ATS]
I've gotten remote sounds working with the Scot A2HD. For those who are comfortable working with fmod already, it should be straightforward:
- the remote engine sound is a single, 3D event 'remote/engine'
- you can combine the turbo track into the event – the important part is that the remote sound is one event that is handled as a single source
- the event is routed through outside/exterior/traffic (or at least I had good results doing so)
- the parameters this event uses are play, rpm, load, brake, and turbo (NOT engine/play, engine/rpm, etc!!!)
I got away with pretty much copying my engine/engine event wholesale as remote/engine, replacing the parameters as above, rerouting as above, and then copying the track from my engine/turbo event into remote/engine (also replacing the necessary parameters).
- the remote engine sound is a single, 3D event 'remote/engine'
- you can combine the turbo track into the event – the important part is that the remote sound is one event that is handled as a single source
- the event is routed through outside/exterior/traffic (or at least I had good results doing so)
- the parameters this event uses are play, rpm, load, brake, and turbo (NOT engine/play, engine/rpm, etc!!!)
I got away with pretty much copying my engine/engine event wholesale as remote/engine, replacing the parameters as above, rerouting as above, and then copying the track from my engine/turbo event into remote/engine (also replacing the necessary parameters).
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