Documentation/Engine/Sound/TruckEngine

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Revision as of 11:43, 15 October 2020 by Lubos.scs (talk | contribs) (Event "exhaust")

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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 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:
    engine/engine
    engine/exhaust
    engine/turbo (from 1.39)
    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
    the value is in the range <0 - 1>
    value represents the motor load
    value < 0.05 means idle engine sound
  • engine/rpm
    the value is in the range <0 - 3000>
    the value represents the number of engine revs per second

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 "turbo"

Event "turbo" plays sound of the turbo.
It have to be 3D event. The event should be routed to the "truck_turbo" audio bus.
The event must be looped and its living cycle is controlled by "play" parameter.

These event parameters must exist:

  • engine/turbo
    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.
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.

Engine Sound Configuration

The sound configuration of the engine sounds is stored in the "accessory_engine_data" data.
There is array "sounds" which contents specification for the mandatory events of the engine.
That means that each type of the engine can have assigned its own sound bank.

Example:
There are configuration files of engines for the "Peterbilt 579" at the folder "\def\vehicle\truck\peterbilt.579\engine".
Each engine include @include "sound.sui" file which contents indirect definition of the events:

	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"

There are .soundref file (for each event) to specify bank end FMOD event of the sound.

Content of the sound_engine.soundref is:

source="/sound/truck/peterbilt_579.bank#engine/engine"

The record
sound: "/sound/truck/peterbilt_579.bank"
at the any engine configuration file assigns the sound bank to the engine.

Engine Sound Example

Visit the Downloads section to get template project or sound examples.