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

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(Engine Sound Example)
(Engine Sound Example)
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[http://download.eurotrucksimulator2.com/example_sound_peterbilt_579_engine.zip example_sound_peterbilt_579_engine.zip]<br>
 
[http://download.eurotrucksimulator2.com/example_sound_peterbilt_579_engine.zip example_sound_peterbilt_579_engine.zip]<br>
 
<br>
 
<br>
Warning!<br>
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'''Warning!'''<br>
 
Never use this modified bank to your mod directly.<br>
 
Never use this modified bank to your mod directly.<br>
 
You need to create your own bank and potentially copy example events to your bank as a starting point!
 
You need to create your own bank and potentially copy example events to your bank as a starting point!

Revision as of 13:53, 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.
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.

Engine Sound Configuration

The sound bank specification of the engine sounds is stored in the "accessory_engine_data" data.
There is item "sound" which content game relative path to the sound bank to be used.
That means that each type of the engine can have assigned its own sound bank.

Example:
There are configuration files of engines for the "Peterbilt 579" at the folder "\def\vehicle\truck\peterbilt.579\engine".
The record
sound: "/sound/truck/peterbilt_579.bank"
at the any engine configuration file assigns the sound bank to the engine.

Engine Sound Example

Here is example of our bank for the engine of the Peterbilt 579 truck:
example_sound_peterbilt_579_engine.zip

Warning!
Never use this modified bank to your mod directly.
You need to create your own bank and potentially copy example events to your bank as a starting point!