Difference between revisions of "Documentation/Engine/Sound/TruckEngine"
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== Engine Sound Events == | == Engine Sound Events == | ||
* All events should be at the folder "engine" in the events browser. | * All events should be 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) | + | * This events should exist in the bank:<br>'''engine/engine'''<br>'''engine/exhaust'''<br>'''engine/turbo''' ''(from 1.39)''<br>'''engine/start_bad''' |
=== Event "engine" === | === Event "engine" === |
Revision as of 11:28, 15 October 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 should be in the separate sound bank.
- There are only the four events and all should be implemented in the same bank.
- It is not recommended to combine events of different banks for the engine sound.
Engine Sound Events
- All events should be at the folder "engine" in the events browser.
- This events should exist in the bank:
engine/engine
engine/exhaust
engine/turbo (from 1.39)
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
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 "turbo"
Event "turbo" plays sound of the turbo.
It have to be 3D event. The event should be routed to the "truck_turbo" audio bus.
The event must be looped and its living cycle is controlled by "play" parameter.
These event parameters must exist:
- engine/turbo
the value is in the range <0 - 1> and represents the action of the turbo system
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
Visit the Downloads section to get template project or sound examples.