Difference between revisions of "Documentation/Engine/Sound/TruckEngine"
(→Event "engine") |
(→Event "engine") |
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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<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 | |
− | * engine/rpm | + | * engine/turbo<br>the value is in the range <0 - 1> and represents the action of the turbo system |
− | * engine/turbo | ||
=== Event "exhaust" === | === Event "exhaust" === |
Revision as of 13:30, 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
the value is in the range <0 - 1>
value represents the motor load
value < 0.05 means idle engine sound - engine/rpm
the value is in the range <0 - 3000>
the value represents the number of engine revs per second - engine/turbo
the value is in the range <0 - 1> and represents the action of the turbo system
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.