FMOD Discussion [ATS]

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serialblack
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Re: FMOD Discussion [ATS]

#2131 Post by serialblack » 25 Jul 2020 05:30

I don't think I've ever adjusted sample volume, at least not more than about 0.5 dBs just for "fine tuning". I have noticed that in game and in studio do sound very different. Even with live update I can't seem to quite get what I want. It's like it reaches a certain point, then only makes other sounds volumes go down, perhaps I am looking at it all wrong. I don't know, I've been at this for days now experimenting with effects and sample placement to give a certain "feel" to the engines.... that and I have been able to utilize the .enf file extensions to my benefit to give a much fuller, richer sound... but its VERY tricky not to overwhelm the system if this is how it reacts. I do know that if I just try to lower the volume of the particular track to create balance, then it only becomes MUCH quieter, with no real benefit to overall sound. I am still learning though.
BonBon0401
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Re: FMOD Discussion [ATS]

#2132 Post by BonBon0401 » 28 Jul 2020 04:34

Can someone guide how to open and close sound to work properly for bank interior_windows
In the bank will include
-window_start
- window_loop
- window_stop
I tried and it works randomly
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Robinicus
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Re: FMOD Discussion [ATS]

#2133 Post by Robinicus » 29 Jul 2020 11:58

@dark41 - I have had no issues with sharing files; if it isn't working there may be a conflict with other mods especially in the naming of engines. If a replacement engine uses the same file name it will not work.

Wav files do work, I have made engines with both them and ogg; FMOD is sensitive to the size of the individual wav files though, if the samples are too large there can be problems.
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Kameer
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Re: FMOD Discussion [ATS]

#2134 Post by Kameer » 29 Jul 2020 13:54

Hey, I am encountering a very odd problem, whenever I add the 'play' variable, It reverses the way it plays so start would be 0 and stop would be 1. It does this even when I set the initial value to 1.
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Robinicus
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Re: FMOD Discussion [ATS]

#2135 Post by Robinicus » 30 Jul 2020 02:45

@Kameer - it isn't working backwards, you need to adjust the magnet position for it to work properly, if the magnet is set to the full 0 to 1 range it will not work properly, it needs to be from 0.1 to 1 for example or 0 to 0.95 etc.
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Kameer
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Re: FMOD Discussion [ATS]

#2136 Post by Kameer » 30 Jul 2020 14:29

Alright Thanks
Last edited by supersobes on 30 Jul 2020 18:00, edited 1 time in total.
Reason: Removed quote [Forum rule 2.12]
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room217au
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Re: FMOD Discussion [ATS]

#2137 Post by room217au » 02 Aug 2020 00:27

Since 1.38 beta and subsequent release, the turbo sound from my own ISXs engine disappeared. All of the Kriechbaum engines still had turbo sound tho. Hmm.
Everything was correct in my, now, v2.1 of FMOD and when loading it FMOD wanted to update the project from v2.0, which was successful.
Could not for the life of me figure out why the turbo wasn't in game, but played perfectly in FMOD project.
Then I d'loaded the latest project example from SCS Wiki and noticed the turbo parameter was set to range of 0 to 1 but my project had that parameter set from 0 to 3000, as per Harven's original tutorial when I made the ISXs some time ago.
I changed my turbo parameter setting to 0 to 1, built the bank, exported guids.. and.. boom! there's the turbo in game again.
If you suck at playing the trumpet, that's probably why.
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Robinicus
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Re: FMOD Discussion [ATS]

#2138 Post by Robinicus » 02 Aug 2020 13:21

@room217au - interesting, I always used 1/0 for turbo parameters from the start, never used the approach Harven shared but a good tip for those who did.
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room217au
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Re: FMOD Discussion [ATS]

#2139 Post by room217au » 03 Aug 2020 04:12

@Robinicus You'd reckon tho, that the turbo parameter would be governed by rpm, right? So the value 0/3000 (given that 3000rpm was the maximum in that project) would seem to be appropriate.
What's really gonna bake your noodle is that in the other engines, which also have the 0/3000 parameter values, the turbo continues to work. Only the ISXs engine lost it's turbo sound.
I asked Kriechbaum about it and he said "check the manufacturer of turbo. If it's a Garret, it's f**ked" :lol: :lol: :lol: :lol:
I replied that I thought the high pressure oil feed to the turbo had come loose, or maybe it just fell off :D
If you suck at playing the trumpet, that's probably why.
dtrek1
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Joined: 26 Jul 2017 17:01

Re: FMOD Discussion [ATS]

#2140 Post by dtrek1 » 04 Aug 2020 12:16

Can anyone recommend the best sound settings of the sliders within game?
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