Changes

Jump to navigation Jump to search

Documentation/Engine/Sound

71 bytes added, 13:13, 2 August 2023
Sound documentation
The FMOD® Studio 2.01.05 version is currently in use (from 1.39 version).
''See FMOD documentation ([http://www.fmod.com www.fmod.com]) to get a better understand understanding of the sound system.''
== Sound and Sound Bank(s) ==
* 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 buses registered in the Master Bank. 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 These parameters are global and can be used for Automation and Modulation of events across all banks.
The Master Bank is a fundamental building block of the sound system so: '''Never change the Master Bank!'''
== Sound definition ==
A common sound in game is the '''Event''' in the FMOD Studio project. Each object (bank, bus, event, parameter, etc.) used by the FMOD system has a unique identifier - '''GUID'''.<br>
(''GUID is something like this: {1315eda7-1829-4dd8-9d1a-176f65637ab2}'')
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 a simple path to the soundref file (e.g. ''"/sound/ui/ui_click.soundref"'').
== Sound reference file ==
Soundref file is a text file (with UTF-8 encoding).
* It Its contents are a 'sound id' on the separate one 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 as follows, on a separate line: "position_offset=-left/+right;-down/+up;-front/+back" (in meters).<br>Example of content of the file ''"ui_click.soundref": <code>source="/sound/ui/ui.bank#click"''</code>
== Sound documentation ==
* [[Documentation/Engine/Sound/TruckRemote|Sounds - Remote Truck (multiplayer)]]
* (WIP) Sounds - Truck Interior
* (WIP) [[Documentation/Engine/Sound/Tires|Sounds - Tires]]
* (WIP) Sounds - Collisions
* (WIP) Sounds - Traffic

Navigation menu