FMOD Discussion [ETS2]

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SlavJerry
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Re: FMOD Discussion [ETS2]

#591 Post by SlavJerry » 28 Jul 2021 08:07

I have problem. My air brake, air gear and retarder sound doesn't work, and after my check sound definition is nothing wrong. It was working before until I add second bank file into mod file

here's game log

Code: Select all

00:00:26.482 : <ERROR> [fmod] (70) The specified bank has already been loaded.
00:00:26.482 : <ERROR> [sound] Failed to initialize sound '/def/vehicle/truck/scania.rs/transmission/retarder.soundref'.
00:00:26.572 : <ERROR> [fmod] (70) The specified bank has already been loaded.
00:00:26.572 : <ERROR> [sound] Failed to initialize sound '/def/vehicle/truck/scania.rs/transmission/air_gear.soundref'.
00:00:26.832 : <ERROR> [fmod] (70) The specified bank has already been loaded.
00:00:26.832 : <ERROR> [sound] Failed to initialize sound '/def/vehicle/truck/scania.rs/chassis/air_brake.soundref'.
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Madkine
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Re: FMOD Discussion [ETS2]

#592 Post by Madkine » 28 Jul 2021 08:22

It looks like both banks have the same name.
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SlavJerry
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Re: FMOD Discussion [ETS2]

#593 Post by SlavJerry » 28 Jul 2021 08:50

@Madkine no it's different name

[ external image ]
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SlavJerry
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Re: FMOD Discussion [ETS2]

#594 Post by SlavJerry » 28 Jul 2021 09:04

edit: nevermind I created separate truck effects bank and problem solved
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mamba001
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Re: FMOD Discussion [ETS2]

#595 Post by mamba001 » 31 Jul 2021 13:11

Hi,
Question will there be needed a new FMOD Template for 1.41 ( fmod template_sound_project ) because of the CB Radio Sounds.

00:25:06.584 : <ERROR> [fmod] (31) An invalid parameter was passed to this function.
00:25:07.460 : <ERROR> [fmod] (31) An invalid parameter was passed to this function.
00:25:07.473 : <ERROR> [fmod] (31) An invalid parameter was passed to this function.
00:25:07.487 : <ERROR> [fmod] (31) An invalid parameter was passed to this function.
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SlavJerry
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Re: FMOD Discussion [ETS2]

#596 Post by SlavJerry » 31 Jul 2021 13:39

@mamba001 no you still can use 1.39 template
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snare85
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Re: FMOD Discussion [ETS2]

#597 Post by snare85 » 02 Aug 2021 11:26

paulnice wrote: 21 Jul 2021 11:54 I know that quite a few people, including myself, have wanted to make the transmission/gearbox sound play in the engine event. Here's a solution. Use the built-in (absolute) speed parameter. I think it was somewhere in the fmod user manual where it said, that the built-in parameter uses data from the game, so I gave it a shot, and it worked. The best thing is that there are no complicated workarounds, just add the parameter in the event like the other ones (load, rpm...). Now, I'm not sure what the values have to be excactly, so that still has to be played around with, but so far so good :P Also, here's video showing that it works.
Interesting, but it work is strange. I have some question. Are you use modulation pitch or you use curve pitch? For me, this parameter speed (absolute) not right working with modulation (I use the value pitch modulation from aero_speed, and they not right working in speed(absolute)). So as if it rounds the values to an integer (I'm not sure)
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SlavJerry
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Re: FMOD Discussion [ETS2]

#598 Post by SlavJerry » 02 Aug 2021 11:47

@snare85 I use curve pitch automation for gearbox sound

also pitch modulation might make sound kinda unrealistic
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snare85
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Re: FMOD Discussion [ETS2]

#599 Post by snare85 » 02 Aug 2021 12:49

Slavthailand wrote: 02 Aug 2021 11:47 @snare85 I use curve pitch automation for gearbox sound

also pitch modulation might make sound kinda unrealistic
But I use "pitch modulation" in aero_speed and it right work (contrary in absolute speed same value not right work) okay

p.s.
I want to mark it (maybe you know this) that:
gearbox sound have same rpm as engine rpm (In other words: sounds gearbox=engine)
axles sounds have other rpm to engine rpm, and this is not registered in the game (that is why we make the sound in the speed parameter)
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SlavJerry
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Re: FMOD Discussion [ETS2]

#600 Post by SlavJerry » 02 Aug 2021 13:43

snare85 wrote: 02 Aug 2021 12:49 I want to mark it (maybe you know this) that:
gearbox sound have same rpm as engine rpm (In other words: sounds gearbox=engine)
by the way it isnt same rpm as engine at all. but geabox rpm will stay the rpm on each gear and each spit (for example if you in 4L and shift to 4H gearbox rpm will still continuous but if you shift to 5L gearbox rpm will drop to same as engine rpm)

and as you know we cant do that in this game so use gearbox method like zeemod is best option
I make mods

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