Difference between revisions of "Documentation/Engine/Sound/TruckEngine"
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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 | + | * The each sound of the truck engine is in the separate sound bank. |
− | * There are only | + | * There are only three events and all must be implemented in the bank. |
− | * It is not | + | * It is not supported to combine events of different banks for the engine sound. |
+ | <br> | ||
== Engine Sound Events == | == Engine Sound Events == | ||
− | * All events | + | * All events are at the folder "engine" in the events browser. |
− | * This events should exist in the bank:<br>'''engine/engine'''<br>'''engine/exhaust' | + | * 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 | + | It have to be 3D event. The event should be routed to the "truck_engine" audio bus.<br> |
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=== Event "exhaust" === | === Event "exhaust" === | ||
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=== 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 | + | 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> | ||
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Revision as of 12:37, 6 March 2020
Contents
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.