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Documentation/Engine/Sound

617 bytes added, 11:46, 16 October 2020
Sound documentation
The FMOD® system is now (from 1.37 version) used as a core sound engine in the game.<br>
The FMOD® Studio 2.0001.07 05 version is currently in use(from 1.39 version).
''See FMOD documentation ([http://www.fmod.com www.fmod.com]) to better understand of the sound system.''
== Master Bank ==
Master Bank is primary sound bank of the sound system. There is are no Events in the bank.
'''The Master Bank defines:'''
* The sound buses<br>Events in FMOD Studio do not exist in a vacuum. Their output is routed into the project mixer. The Events have to be routed to one of the some bus buses registered at in the Master Bank. User Users can set the sound volume and mute state in the application settings for each bus which is used as a routing target for sound events.
* Mixer and Routing<br>The project mixer consists of a number of interconnected buses. Connection between the audio buses describe the sound event flow through the sound system.
* Global Parameters<br>An event contains and is primarily composed of tracks and parameters. Some parameters are defined in the master. This parameters are global and can be used for Automation and Modulation of events across all banks.
The game uses two ways to define usage of sound object:
# Direct 'sound id':<br>"Sound id" is string in format "[bank filename]#[event name]". Where [bank filename] is file of the bank relative to the game "base" folder and [event name] is name of the event in the FMOD Studio project.<br>Example: ''"/sound/ui/ui.bank#click"''
# Sound reference file:<br>Sound reference file is used as link for the sound specification. It uses simple path to the soundref file (e.g. ''"/sound/ui/ui_click.soundref"'').  == Sound reference file == We prefer and we recommended to use sound reference file.* There are more possibilities to configure sound.* It is easier to change / modding individual sounds.  '''Sound reference file structure:''' Soundref file is text file (with UTF-8 encoding) and .* It contents 'sound id' on the separate line with following format: source="[bank filename]#[event name]".* There is possibility in the file to change 3D placement of the sound relative to the default position. Format is the separate line: "position_offset=-left/+right;-down/+up;-front/+back" (in meters).<br>Example of content of the file ''"ui_click.soundref": source="/sound/ui/ui.bank#click"''
== Sound documentation ==
* (WIP) Global parameters
* [[Documentation/Engine/Sound/TruckEngine|Sounds - Truck Engine]]
* (WIP) [[Documentation/Engine/Sound/TruckTransmission|Sounds - Truck Transmission and Retarder]]* (WIP) [[Documentation/Engine/Sound/TruckChassis|Sounds - Truck EffectsChassis]]* (WIP) [[Documentation/Engine/Sound/TruckCabin|Sounds - Truck NoiseCabin (horns and noises)]]
* (WIP) Sounds - Truck Interior
* (WIP) Sounds - Tires
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