FMOD Discussion [ATS]

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flight50
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Re: FMOD Discussion

#11 Post by flight50 » 17 Jan 2020 05:37

As long as Kriechbaum's sound mod is in tact and working well with Fmod, I am good to go. I started using his sound mod about a 1-2 years ago and I love my engine sound on my W900. The stock W900 actually isn't to bad to me. It's just not deem with that umph. Fmod should enhance our experience though. I'd be sorely surprised if the opposite effect happens.

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Blackspots
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Re: FMOD Discussion

#12 Post by Blackspots » 17 Jan 2020 05:45

Robinicus wrote:
17 Jan 2020 03:45
I disagree...FMOD is just a tool, the quality of and mixing of the samples is what will determine the sounds we get, not FMOD. There are also many options players want for engines, for example, that will not be provided by SCS.
I only say this because when Wargaming updated World of Tanks with FMOD, the sound mods that were made for tanks to sound realistic and realistic sounding bomb blasts were made obsolete, because FMOD did the sounds better.
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lamanorbu
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Re: FMOD Discussion

#13 Post by lamanorbu » 17 Jan 2020 09:39

For sure all the current sound mods will be made obsolete in the sense that they will not be compatible at all with 1.37. That said, if SCS has managed to get some decent sound samples in the meantime, I suppose that default engine sounds will be miles better than what we have now and will be at least bearable until sound modders get to grips with FMOD and start porting over their old mods.

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Re: FMOD Discussion

#14 Post by Grizzly » 17 Jan 2020 10:42

I'm a bit nervous about it, if modders are making better sounds now than SCS are, will SCS lift their game, and will FMOD make it too difficult to make a good engine sound mod? I mostly drive old trucks and I don't want them to sound like a new Lonestar or whatever. The SCS exterior sounds are usually pretty good but it's the muffled interior sounds that I don't like.

The sound is really important to me...

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lamanorbu
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Re: FMOD Discussion

#15 Post by lamanorbu » 17 Jan 2020 11:18

Right now, trucks have two sets of sounds: one for the interior and one for the exterior.
FMOD instead usually relies on one single sound set (the exterior sound), over which some filters are applied (EQ, reverb... ) to simulate cabin insulation. Those filters will be dinamically tuned to cope for different situations (open vs. closed side window for example), so that given SCS's exterior sound, it should be fairly easy to tune the effects so that the cabin sound suits one's liking.

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Re: FMOD Discussion

#16 Post by djadlib » 17 Jan 2020 12:04

I hope sounds will change when passing through a tunnel. It's one of the features that blew me of when fmod was introduced in Assetto Corsa.
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flight50
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Re: FMOD Discussion

#17 Post by flight50 » 17 Jan 2020 12:58

Pavel has mentioned tunnels several times now..so yes, tunnels will have an affect in the game now.

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Robinicus
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Re: FMOD Discussion

#18 Post by Robinicus » 17 Jan 2020 15:23

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Last edited by Robinicus on 21 Feb 2020 20:20, edited 1 time in total.
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BK Vissers
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Re: FMOD Discussion

#19 Post by BK Vissers » 17 Jan 2020 16:41

This would mean that all existing truck mods would not have sound either, then, if I understand you correctly.

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Robinicus
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Re: FMOD Discussion

#20 Post by Robinicus » 17 Jan 2020 16:46

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Last edited by Robinicus on 21 Feb 2020 20:31, edited 1 time in total.
MS Flight Sim 2020 - Alpha test team - Whoot! We finally moved to closed beta in prep for August 18th release!

Don't PM me for FMOD help, ask on the forum so others can learn from it as well

My sound work is only for friends from now on

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