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Documentation/Engine/Sound/TruckEngine

4,291 bytes added, 08:38, 18 October 2020
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=== Sounds - Truck Engine ===The sound of the truck engine is very specific kind of the sounds.<br>Engine sound is very sensitive to be balanced between sound sources.<br><br>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:<br>'''engine/engine'''<br>'''engine/exhaust'''<br>'''engine/turbo''' ''(from 1.39)''<br>'''engine/start_bad''' === Event "engine" === Event "engine" plays sound of Truck the engine.<br>It has 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 === Event "exhaust" === Event "exhaust" plays sound of the exhaust.<br>It has 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/rpmThe purpose of the parameters is the same as for the "engine" event (see Event "engine"). === Event "turbo" === Event "turbo" plays sound of the turbo.<br>It has to be 3D event. The event should be routed to the "truck_turbo" audio bus.<br>The event must be looped and its living cycle is controlled by "play" parameter.<br><br>These event parameters must exist:* engine/turbo<br>the value is in the range <0 - 1> and represents the action of the turbo system === Event "start_bad" ===Event "start_bad" plays sound of unsuccessful starting of the engine.<br>It has 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 configuration of the engine sounds is stored in the "accessory_engine_data" data.<br>There is array "sounds" which contents specification for the mandatory events of the engine.<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>Each engine include ''@include "sound.sui" '' file which contents indirect definition of the events:<pre> sounds: 4 sounds[]: "engine|/def/vehicle/truck/peterbilt.579/engine/sound_engine.soundref" sounds[]: "exhaust|/def/vehicle/truck/peterbilt.579/engine/sound_exhaust.soundref" sounds[]: "start_bad|/def/vehicle/truck/peterbilt.579/engine/sound_start_bad.soundref" sounds[]: "turbo|/def/vehicle/truck/peterbilt.579/engine/sound_turbo.soundref"</pre>There are .soundref file (for each event) to specify bank end FMOD event of the sound. Content of the sound_engine.soundref is:<pre>source="/sound/truck/peterbilt_579.bank#engine/engine"</pre> 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 Position == The 3D position of the engine sound is (by default) 1 m above the first axle of the truck.<br>This position could be modified by the .soundref file. (see [[Documentation/Engine /Sound#Sound_reference_file|Sound reference file]]) ==Engine Sound Example == Visit the [[Documentation/Engine/Sound/Downloads|Downloads]] section to get template project or sound examples.
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