FMOD Discussion [ATS]
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.
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]
It is possible to have a sound played as part of the start up, that is only heard within the interior? and not effected by the windows being up or down? I am trying to add a bit of an old truck "wait to start" buzzer, but right now I just have it as part of the start_stop sequence on the engine sheet, and obviously the window position effects the sound. Is there a way to divert that one set of sounds to the interior within an engine mod, or will I have to create an extra bank specifically to the starting sequence?
Re: FMOD Discussion [ATS]
Fmod seems to give you the option to reroute individual tracks within an event (right click on track → reroute). You might be able to make an additional track in the engine event and reroute it through the cabin/interior bus. Might be worth a shot, though a dedicated event would be much better if SCS sees fit to implement such an animal.
- serialblack
- Posts: 87
- Joined: 17 Sep 2018 23:46
- Location: Canada
Re: FMOD Discussion [ATS]
ya I tried that, no joy, it will only allow me to route it to the window channel, which doesn't do what is desired. I figure there has to be a way to reroute something to the interior channel, but I am not familiar enough with fmod to attempt such a thing....I guess if no one knows I will either make do or fake it somehow lol
Re: FMOD Discussion [ATS]
Hi Drive_Safely sir, are you able to make a drop-in .scs with just the abovementioned "recommended new defaults" for us not-so-technically inclined plebs please?Drive Safely wrote: ↑13 Nov 2021 02:25 I have discovered some noteworthy game files in 1.43. It looks like SCS listened to our feedback and has given us control of the interior sound equalization!
In the interior definitions folder for each truck, at least two files are now needed to specify the sound insulation and reverb effects.
Although in ATS 1.43.0.38s (ETS2 seems to have the correct settings for the trucks I have tested so far), the sounds have been amplified in the interior.
It has affected sound mods as well - kriechbaum's sounds would feel like ~100% in the engine sound slider if you had the slider at 50%... and Zeemod's sounds would feel like ~150% in the engine sound slider if you had the slider at 100%.
However, we can correct the interior sound now. I already have temporarily applied these corrections for the early open beta stage with my mod on the Steam Workshop for ATS.
- Drive Safely
- Posts: 2838
- Joined: 20 Jun 2015 06:17
- Contact:
Re: FMOD Discussion [ATS]
@nicky9499 - Already have! I linked my ETS2 and ATS soundproofing mods on my mod page - it's for those wanting a soundproofing experience like 1.42 had: viewtopic.php?p=1643221#p1643221
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- Posts: 4
- Joined: 23 Jan 2021 19:30
Re: FMOD Discussion [ATS]
Hello, I would like to ask a question, every time I make a new sound, lately I've been having problems with the sound inside the game, the sounds inside the cabin keep cutting for no reason, arrow sounds, levers for example, does anyone know how to solve that?
Re: FMOD Discussion [ATS]
How to use window_stop sound? I mean there's 2 stop which is stop and fast stop so how to control it?
I make mods
yeah that's pretty much it
yeah that's pretty much it
Re: FMOD Discussion [ATS]
Code: Select all
00:03:03.793 : <ERROR> [fmod] (28) An error occurred that wasn't supposed to. Contact support.
00:03:03.793 : <ERROR> [sound] Failed to initialize sound '/sound/truck/scania_ng_v8.bank#engine/engine'.
I make mods
yeah that's pretty much it
yeah that's pretty much it
- serialblack
- Posts: 87
- Joined: 17 Sep 2018 23:46
- Location: Canada
Re: FMOD Discussion [ATS]
@SlavJerry there is information on the first couple pages on how to deal with various errors, and I believe that is one of them.
On the topic of errors, I noticed there was an update to ATS today, and now when I try to live tune in FMOD I get a version mismatch error, anyone know a way to correct that? Has the setup changed or something? Or has something just gotten messed up on my end? I am using the latest templates, and ensured I am using the correct version of FMOD.
On the topic of errors, I noticed there was an update to ATS today, and now when I try to live tune in FMOD I get a version mismatch error, anyone know a way to correct that? Has the setup changed or something? Or has something just gotten messed up on my end? I am using the latest templates, and ensured I am using the correct version of FMOD.
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