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> |
The event must be looped and its living cycle is controlled by "play" parameter (see bellow).<br> | The event must be looped and its living cycle is controlled by "play" parameter (see bellow).<br> | ||
<br> | <br> | ||
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* 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/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/brake<br>the value is in the range <0 - 1> and represents the action of the motor brake | ||
− | * engine/load | + | * engine/load |
− | * engine/rpm | + | * engine/play |
+ | * engine/rpm | ||
+ | * engine/turbo | ||
=== Event "exhaust" === | === Event "exhaust" === | ||
Event "exhaust" plays sound of the exhaust.<br> | Event "exhaust" plays sound of the exhaust.<br> | ||
− | It | + | It have 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> | The event must be looped and its living cycle is controlled by "play" parameter.<br> | ||
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* exhaust/play | * exhaust/play | ||
* exhaust/rpm | * exhaust/rpm | ||
+ | <br> | ||
The purpose of the parameters is the same as for the "engine" event (see Event "engine"). | The purpose of the parameters is the same as for the "engine" event (see Event "engine"). | ||
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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 13:23, 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.
The event must be looped and its living cycle is controlled by "play" parameter (see bellow).
These event parameters must exist:
- engine/play
The parameter "play" control living cycle of the event:
value play = 1 means - sound is playing
value play = 0 means - sound should be stopped - engine/brake
the value is in the range <0 - 1> and represents the action of the motor brake - engine/load
- engine/play
- engine/rpm
- engine/turbo
Event "exhaust"
Event "exhaust" plays sound of the exhaust.
It have to be 3D event. The event should be routed to the "truck_exhaust" audio bus.
The event must be looped and its living cycle is controlled by "play" parameter.
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 "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.