Difference between revisions of "Documentation/Engine/Sound/TruckEngine"

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<br>
 
<br>
 
So there are a few rules for the engine sound:
 
So there are a few rules for the engine sound:
* The each sound of the truck engine should be in the separate sound bank.
+
* The each sound of the truck engine is in the separate sound bank.
* There are only the four events and all should be implemented in the same bank.
+
* There are only three events and all must be implemented in the bank.
* It is not recommended to combine events of different banks for the engine sound.
+
* It is not supported to combine events of different banks for the engine sound.
 +
<br>
 
== Engine Sound Events ==
 
== Engine Sound Events ==
* All events should be at the folder "engine" in the events browser.
+
* All events are at the folder "engine" in the events browser.
* This events should exist in the bank:<br>'''engine/engine'''<br>'''engine/exhaust'''<br>'''engine/turbo''' ''(from 1.39)''<br>'''engine/start_bad'''
+
* This events should exist in the bank:<br>'''engine/engine'''<br>'''engine/exhaust'''<br>'''engine/start_bad'''
  
 
=== Event "engine" ===
 
=== Event "engine" ===
  
 
Event "engine" plays sound of the engine.<br>
 
Event "engine" plays sound of the engine.<br>
It has to be 3D event. The event should be routed to the "truck_engine" audio bus.<br>
+
It have to be 3D event. The event should be routed to the "truck_engine" audio bus.<br>
The event must be looped and its living cycle is controlled by "play" parameter (see bellow).<br>
 
<br>
 
These event parameters must exist:
 
* engine/play<br>The parameter "play" control living cycle of the event:<br>value play = 1 means - sound is playing<br>value play = 0 means - sound should be stopped
 
* engine/brake<br>the value is in the range <0 - 1> and represents the action of the motor brake
 
* engine/load<br>the value is in the range <0 - 1><br>value represents the motor load<br>value < 0.05 means idle engine sound
 
* engine/rpm<br>the value is in the range <0 - 3000><br>the value represents the number of engine revs per second
 
  
 
=== Event "exhaust" ===
 
=== Event "exhaust" ===
 
Event "exhaust" plays sound of the exhaust.<br>
 
It has to be 3D event. The event should be routed to the "truck_exhaust" audio bus.<br>
 
The event must be looped and its living cycle is controlled by "play" parameter.<br>
 
<br>
 
These event parameters must exist:
 
* exhaust/load
 
* exhaust/play
 
* exhaust/rpm
 
The purpose of the parameters is the same as for the "engine" event (see Event "engine").
 
 
=== Event "turbo" ===
 
 
Event "turbo" plays sound of the turbo.<br>
 
It has to be 3D event. The event should be routed to the "truck_turbo" audio bus.<br>
 
The event must be looped and its living cycle is controlled by "play" parameter.<br>
 
<br>
 
These event parameters must exist:
 
* engine/turbo<br>the value is in the range <0 - 1> and represents the action of the turbo system
 
  
 
=== Event "start_bad" ===
 
=== Event "start_bad" ===
 
Event "start_bad" plays sound of unsuccessful starting of the engine.<br>
 
Event "start_bad" plays sound of unsuccessful starting of the engine.<br>
It has to be 3D event. The event should be routed to the "truck_engine" audio bus.<br>
+
It have to be 3D event. The event should be routed to the "truck_engine" audio bus.<br>
 
The event is one-shot sound (without loop).<br>
 
The event is one-shot sound (without loop).<br>
 
There are no other parameters for the event.<br>
 
There are no other parameters for the event.<br>
 
It is possible to use randomization of the assets supported by FMOD Studio.<br>
 
It is possible to use randomization of the assets supported by FMOD Studio.<br>
 
== Engine Sound Configuration ==
 
 
The sound configuration of the engine sounds is stored in the "accessory_engine_data" data.<br>
 
There is array "sounds" which contents specification for the mandatory events of the engine.<br>
 
That means that each type of the engine can have assigned its own sound bank.<br>
 
<br>
 
Example:<br>
 
There are configuration files of engines for the "Peterbilt 579" at the folder "\def\vehicle\truck\peterbilt.579\engine".<br>
 
Each engine include ''@include "sound.sui" '' file which contents indirect definition of the events:
 
<pre>
 
sounds: 4
 
sounds[]: "engine|/def/vehicle/truck/peterbilt.579/engine/sound_engine.soundref"
 
sounds[]: "exhaust|/def/vehicle/truck/peterbilt.579/engine/sound_exhaust.soundref"
 
sounds[]: "start_bad|/def/vehicle/truck/peterbilt.579/engine/sound_start_bad.soundref"
 
sounds[]: "turbo|/def/vehicle/truck/peterbilt.579/engine/sound_turbo.soundref"
 
</pre>
 
There are .soundref file (for each event) to specify bank end FMOD event of the sound.
 
 
Content of the sound_engine.soundref is:
 
<pre>
 
source="/sound/truck/peterbilt_579.bank#engine/engine"
 
</pre>
 
 
The record<br>sound: ''"/sound/truck/peterbilt_579.bank"''<br>at the any engine configuration file assigns the sound bank to the engine.
 
 
== Engine Sound Position ==
 
 
The 3D position of the engine sound is (by default) 1 m above the first axle of the truck.<br>
 
This position could be modified by the .soundref file. (see [[Documentation/Engine/Sound#Sound_reference_file|Sound reference file]])
 
 
== Engine Sound Example ==
 
 
Visit the [[Documentation/Engine/Sound/Downloads|Downloads]] section to get template project or sound examples.
 

Revision as of 12:37, 6 March 2020

Sounds - Truck Engine

The sound of the truck engine is very specific kind of the sounds.
Engine sound is very sensitive to be balanced between sound sources.

So there are a few rules for the engine sound:

  • The each sound of the truck engine is in the separate sound bank.
  • There are only three events and all must be implemented in the bank.
  • It is not supported to combine events of different banks for the engine sound.


Engine Sound Events

  • All events are at the folder "engine" in the events browser.
  • This events should exist in the bank:
    engine/engine
    engine/exhaust
    engine/start_bad

Event "engine"

Event "engine" plays sound of the engine.
It have to be 3D event. The event should be routed to the "truck_engine" audio bus.

Event "exhaust"

Event "start_bad"

Event "start_bad" plays sound of unsuccessful starting of the engine.
It have to be 3D event. The event should be routed to the "truck_engine" audio bus.
The event is one-shot sound (without loop).
There are no other parameters for the event.
It is possible to use randomization of the assets supported by FMOD Studio.