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Documentation/Engine/Sound/TruckEngine

2,415 bytes added, 09:12, 9 July 2020
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* 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.
<br>
== Engine Sound Events ==
* All events are at the folder "engine" in the events browser.
* This events should exist in the bank:<br>'''engine/engine'''<br>'''engine/exhaust'''<br>'''engine/start_bad'''
 
=== Event "engine" ===
 
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>
The event must be looped and its living cycle is controlled by "play" parameter (see bellow).<br>
<br>
These event parameters must exist:
* engine/play<br>The parameter "play" control living cycle of the event:<br>value play = 1 means - sound is playing<br>value play = 0 means - sound should be stopped
* engine/brake<br>the value is in the range <0 - 1> and represents the action of the motor brake
* engine/load<br>the value is in the range <0 - 1><br>value represents the motor load<br>value < 0.05 means idle engine sound
* engine/rpm<br>the value is in the range <0 - 3000><br>the value represents the number of engine revs per second
* engine/turbo<br>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.<br>
It have to be 3D event. The event should be routed to the "truck_exhaust" audio bus.<br>
The event must be looped and its living cycle is controlled by "play" parameter.<br>
<br>
These event parameters must exist:
* exhaust/load
* exhaust/play
* exhaust/rpm
<br>
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.<br>
It have to be 3D event. The event should be routed to the "truck_engine" audio bus.<br>
The event is one-shot sound (without loop).<br>
There are no other parameters for the event.<br>
It is possible to use randomization of the assets supported by FMOD Studio.<br>
 
== Engine Sound Configuration ==
 
The sound bank specification of the engine sounds is stored in the "accessory_engine_data" data.<br>
There is item "sound" which content game relative path to the sound bank to be used.<br>
That means that each type of the engine can have assigned its own sound bank.<br>
<br>
Example:<br>
There are configuration files of engines for the "Peterbilt 579" at the folder "\def\vehicle\truck\peterbilt.579\engine".<br>
The record<br>sound: ''"/sound/truck/peterbilt_579.bank"''<br>at the any engine configuration file assigns the sound bank to the engine.
 
== Engine Sound Example ==
 
Visit the [[Documentation/Engine/Sound/Downloads|Downloads]] section to get template project or sound examples.
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