Is it possible to create custom ambient sounds for track

Discussion in 'Tracks' started by Jadonyx, Apr 20, 2017.

  1. Jadonyx

    Jadonyx New Member

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    Is anybody knows is it possible?
     
  2. luchian

    luchian Administrator Staff Member

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    It "used" to be possible (see first post, in Track tutorial - look for AC_AUDIO_ objects).

    However, last time I checked, it did not work anymore. I'm guessing it's not because of the trigger object, which still need to be defined, but maybe because of sound file format. (used to be mono, wav file).
     
  3. MGMetroDave

    MGMetroDave Active Member

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    Hello, I'm just wondering if anyone knows if this has changed at all since the last post in 2017?

    Many thanks
     
  4. Johnr777

    Johnr777 Moderator

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    Yes, it has changed! The shader patch now allows for new soundbank files to be programmed in through the track's patch configuration .ini

    I havent done this myself, but here is some documentation on how it all works: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Audio
     
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  5. MGMetroDave

    MGMetroDave Active Member

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    Thanks for your quick reply. That's great news, thanks I'll take a look!
     
  6. Rob Pawn

    Rob Pawn Member

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    even if there is the new way to go. Iam interested in the old way. with AC_AUDIO.
    The new soundbank is placed in extension folder and the commands are listed in ext-config which makes it (at least for me) impossible to set specific sound for specific track layouts. I only could find positioning by coordinates. OR IS THERE a way to bind sounds to meshes as well?

    Otherwise i would need to do it on the AC_AUDIO thing. But do i have to put a .wav file into a folder then or do i even have access to my soundbank? Where is a list of commands for the audio_sources.ini and where do i have to place the sound files?
     
  7. Fuzo

    Fuzo Member

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    there is a PDF in SDK directory which explains Audio implementation to AC, but I can tell you from my experience, that only stuff wich works for tracks is default ambient audio and pretty simple reverb effects attached to nodes on track. If you want to do something better, you need to use CSP features. CSP audio works pretty nice, I guess it can be bound even to moving nodes, but in some external cameras the audio was broken, I am not sure whether it was fixed or not. In any ways, you need to follow the PDF, download specific fMod version, open the project which is in SDK and you can create your samples and events.
     
  8. Rob Pawn

    Rob Pawn Member

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    yeah, right. i remember the train from Ilja's "Animated Track Objects" video.
    I will check out the pdf and try to bound the sound to a mesh in ext-config. Thank You Fuzo so far.
     
  9. Rob Pawn

    Rob Pawn Member

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    AC Audio Pipeline 1.9.pdf is absolutly useless!
    The github documentation is not showing any helpful command on how to bind sound to a mesh.
    its annoying!

    just type "meshes =" instead of "position =" will not work!

    the train video is like feeding ducks with styrofoam...

    i feel so helpless and dumb... demotivating again...
     
  10. Fuzo

    Fuzo Member

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    In this case it is common to find some track which has it working and take inspiration (and the lines of code) from its CSP config. There definitely are some tracks around with custom sounds. But don't expect much as this feature of CSP is a little bugy. I messed with it quite a long time ago but I ended up deleting it all from my projects because of the inconsistency. But for small private projects, give it a try and you will see.
     
  11. Johnr777

    Johnr777 Moderator

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    All my tracks have custom sounds. The later projects are better and pretty much bug free when it comes to audio, like Mosport DDT and Road Atlanta.

    @Fuzo, the trick to better sounds is to work out of the sample tatuus FMOD project, you can set distance, etc
     
  12. Johnr777

    Johnr777 Moderator

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  13. Fuzo

    Fuzo Member

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    @Johnr777 Yeah I learned that as well, but since then I was not doing any track project so I have not played with it for a long time, but for my actual Slovakiaring project I created a sound bank for the pit horn and it seems to be working pretty well when I set the spatial settings correctly in fmod.
     
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