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

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(Event "engine")
(Event "engine")
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Event "engine" plays sound of the engine.<br>
 
Event "engine" plays sound of the engine.<br>
 
It have to be 3D event. The event should be routed to the "truck_engine" audio bus.<br>
 
It have to be 3D event. The event should be routed to the "truck_engine" audio bus.<br>
 +
The event must be looped and its living cycle is controlled by "play" parameter (see bellow).<br>
 
<br>
 
<br>
 
These event parameters must exist:
 
These event parameters must exist:

Revision as of 12:47, 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
  • engine/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.

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.