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.
Contents
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.