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Voice navigation 1.37 FMOD conversion

Moh
Posts: 24
Joined: 01 Nov 2015 00:18

Re: Voice navigation 1.37 FMOD conversion

#21 Post by Moh » 30 Apr 2020 16:31

If you plan to use more than one "start" or "finish" sound file and use this script, you need to delete the original sound under the respective event, right click on the waveform and click "Delete" (next to Track), drag all the tracks from the Assets tab that you want to use for a particular event and then build. You can't create a new event out of selecting assets as shown in the above video, otherwise you'll get an this error: [sound] unable to get event in 'start' in the bank...

For example, say you want to use multiple start sounds. First, click on the "Events" tab, then click on the "start" event, right click on the waveform and click "Delete". Click on the Assets tab, and ctrl+click on each sound file you want to use, so for this example, I'd click on "start_1", "start_2", "start_3", etc. Now, click and drag these tracks onto the newly created blank track you made. Press F7 to build, run the Python script and that's it.

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SAMiV
Posts: 78
Joined: 08 Oct 2014 18:55
Location: Finland
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Re: Voice navigation 1.37 FMOD conversion

#22 Post by SAMiV » 06 May 2020 13:39

I also finally managed to convert my voice navigation mods to the FMOD versions.

Thank you very much for this guide, Koen. :)

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vrinho
Posts: 413
Joined: 29 Jul 2013 09:16

Re: Voice navigation 1.37 FMOD conversion

#23 Post by vrinho » 08 May 2020 20:02

I've set all the variables and always get this error and stuck when trying to open FMOD project. What am I doing wrong?
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Koen
Posts: 176
Joined: 01 Sep 2013 15:24

Re: Voice navigation 1.37 FMOD conversion

#24 Post by Koen » 08 May 2020 21:56

It cannot find the file that is listed in the error message. Are you sure the path is correct? A typo is easily made and can cause a lot of headaches.

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xeviax
Posts: 253
Joined: 22 Jun 2018 17:33

Re: Voice navigation 1.37 FMOD conversion

#25 Post by xeviax » 11 May 2020 05:44

Can anyone help me with a complete tutorial on converting voice navigation mod so I can update a personal mod? Any images or video will be very helpful.
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BonBon0401
Posts: 17
Joined: 06 Dec 2019 06:35

Re: Voice navigation 1.37 FMOD conversion

#26 Post by BonBon0401 » 11 May 2020 16:29

Will the sound files be under the navigation in the routing? I tried but it does not work, please help me 1 picture or video

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Koen
Posts: 176
Joined: 01 Sep 2013 15:24

Re: Voice navigation 1.37 FMOD conversion

#27 Post by Koen » 12 May 2020 01:10

In my case the folder is X:\\navigation_tomtom_1.37\\sound\\navigation. In this folder, the your_voice.sii files reside (so the files that determine the name of your satnav voice). It is also the folder where the .bank and .bank.guids files will end up at the end of the process (the .bank file contains the audio used in 1.37 onwards). Your .ogg files will be in a subfolder "your_voice".

In scs2fmod.js and fmod2scs.py, that looks like this:

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folder = "X:\\navigation_tomtom_1.37\\sound\\navigation";
datas = ["your_voice"]

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Kameer
Posts: 139
Joined: 06 Oct 2017 10:58
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Re: Voice navigation 1.37 FMOD conversion

#28 Post by Kameer » 14 May 2020 15:17

Hey, does anyone know how to fix this error?
00:00:39.040 : <WARNING> [navigation] The voice pack 'Kate_Voice.pack' doesn't contain valid sound bank!
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vjbenn
Posts: 152
Joined: 17 Mar 2018 14:37
Location: Singapore

Re: Voice navigation 1.37 FMOD conversion

#29 Post by vjbenn » 15 Jun 2020 06:19

Today is my first day on fmod just want to update my voice nav. Damn this fmod script is amazing even I dont know sh*t about fmod :lol: and now my mod working again

Thank you Koen!
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Alien71
Posts: 2
Joined: 09 Jul 2020 09:11

Re: Voice navigation 1.37 FMOD conversion

#30 Post by Alien71 » 09 Jul 2020 09:20

Hey. Can anyone help me to convert my mod to fit for version 1.37. I would be very grateful if anyone could help me with that. Here is a link to the mod: https://sharemods.com/lkpavc76meg3/IGO_ ... 2.zip.html

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