FMOD Discussion [ETS2]

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.
User avatar
SlavJerry
Posts: 746
Joined: 10 Feb 2020 03:55

Re: FMOD Discussion [ETS2]

#541 Post by SlavJerry » 26 Apr 2021 01:13

so you need to convert your mod from 1.37 to 1.39?
I make mods

yeah that's pretty much it
User avatar
Robinicus
Posts: 2562
Joined: 26 Aug 2018 13:02

Re: FMOD Discussion [ETS2]

#542 Post by Robinicus » 26 Apr 2021 13:08

@White Wolf - there are a lot of errors in the tutorial you used; everything you need is in post 1 of this thread.

Look through the troubleshooting section - most errors made are skipping a step in the workflow (like routing the sounds) or a typo in the mod structure.

You can name the assets, tracks, banks etc anything you want.

Loop & cut should be used together for any sound you want to be continuous and not a single play only sound.

With FMOD, you can use any audio format you choose to; most people use wav or ogg. There are very minimal differences in sound quality and ogg makes the mod much smaller which is why most people use them. Also, many of the existing samples were in ogg because it was the format SCS used for years; you can convert files from one format to another but every time it is converted there is a step down in quality.
User avatar
SlavJerry
Posts: 746
Joined: 10 Feb 2020 03:55

Re: FMOD Discussion [ETS2]

#543 Post by SlavJerry » 27 Apr 2021 11:02

@Robinicus - I have question, Can we use same parameter in different event? like use trans_rpm parameter in engine event or something like that
I make mods

yeah that's pretty much it
User avatar
Robinicus
Posts: 2562
Joined: 26 Aug 2018 13:02

Re: FMOD Discussion [ETS2]

#544 Post by Robinicus » 27 Apr 2021 17:27

Yes, you can use the same parameter for different events - keep in mind the example you shared though is only activated when braking.

The lack of a simple chart of parameters and what/when activates them from SCS is my major frustration with them....FMOD has been in the game for over a year now and still won't update the wiki with basic info....
User avatar
SlavJerry
Posts: 746
Joined: 10 Feb 2020 03:55

Re: FMOD Discussion [ETS2]

#545 Post by SlavJerry » 04 May 2021 07:12

Ok here's my second question, Can we make like new parameter without automation from original parameter?
I make mods

yeah that's pretty much it
User avatar
Robinicus
Posts: 2562
Joined: 26 Aug 2018 13:02

Re: FMOD Discussion [ETS2]

#546 Post by Robinicus » 04 May 2021 12:53

Yes, the only thing you can't do is modify when the parameter is triggered by the game but you can certainly change the impacts of it triggering on sound.
White Wolf
Posts: 14
Joined: 25 Apr 2021 10:29

FMOD 2.01.05 Discussion [ETS2]

#547 Post by White Wolf » 16 May 2021 15:00

Hi all, i downloaded fmod 2.01.05 on my laptop and the template from here like i did 2 weeks ago. Now, for the last 2 days deleting reinstalling i have this popping up trying to open any fmod, or scs fmod template. this is the pop up and hope someone can help me to fix this problem. ( VCRUNTIME 140.dll was not found ) i have contacted fmod forum, but no answer from them as yet. Thank you.
User avatar
Robinicus
Posts: 2562
Joined: 26 Aug 2018 13:02

Re: FMOD Discussion [ETS2]

#548 Post by Robinicus » 17 May 2021 00:14

@White Wolf - nothing to do with FMOD; that is a Windows dll that is part of VS C++...maybe you have some Win updates you are behind on....here is how to fix it:

https://answers.microsoft.com/en-us/win ... c9c?auth=1
White Wolf
Posts: 14
Joined: 25 Apr 2021 10:29

Re: FMOD Discussion [ETS2]

#549 Post by White Wolf » 17 May 2021 00:34

Quote removed - Don't quote the post above - Rule 2.12
Thank you so much Robincus. :D
User avatar
Drive Safely
Posts: 2838
Joined: 20 Jun 2015 06:17
Contact:

Re: FMOD Discussion [ETS2]

#550 Post by Drive Safely » 18 May 2021 02:03

Darkcaptain wrote: 06 Apr 2021 14:44 It is something strange, I remember that in previous versions of FMOD tool and using the templates for versions 1.37 and 1.38 it did not happen, I thought that this "metallic" effect only happened with the route "Truck_noise", but I have realized that it also happens with " exterior \ world ", it is not possible for thunder sounds to now sound like they are inside a metal tube with reverb O_O

@Robinicus But thanks for all the help ;) I keep investigating...

P.S: I am using Fmod tool version 2.01.05
Any sound with a lot of nice sounding bass is affected by the routing effects sadly. I can only hope for a template update that removes that effect
Post Reply

Return to “Modding Guides”

Who is online

Users browsing this forum: No registered users and 4 guests