QUESTION Trigger size for ambient track sounds

Discussion in 'Sounds' started by Mitch, Jul 12, 2021.

  1. Mitch

    Mitch New Member

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    Hi, I've recently figured out how to add ambient track sounds using CSP thanks to the tutorials posted on here but my problem is how do you make the trigger size larger? It seems to be limited to around 10.4 metres in game and for whatever reason it won't bind to the object using the "RELATIVE_TO =" line in the ext_config file.

    I've attached a youtube video for reference. Ignore the giant pink balls as I was trying to use them to figure out how big the trigger zone was.

     
  2. JrC

    JrC Active Member

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    Relative to should work. I believe I have it assigned to something in my bank.

    Can you test your bank with the KTM xbb mod from Assetto land and see if you still get car sound with it. My bank doesn't work with a few mod cars and I cant figure out why.

    https://mega.nz/file/FUUnxIpZ#yV38u-rvw7Hl_2As-Us3bicR4aXugGUZEr2B-U6tZAs

    I have use relative to with the skytrain code I believe. What are you trying to attach the sound to?
     
    Last edited: Jul 12, 2021
  3. Mitch

    Mitch New Member

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    Is it assigned to the common bank? I managed to get it to play what I wanted before by making a new common sound bank, replacing the standard ambience sound with my own sound and then replacing the one in assettocorsa/content/sfx. It had a horrible reverb on it and it was playing everywhere no matter what I did so I replaced it back with the standard one and now the ambience won't play at all...

    Before that I had it working via the RELATIVE_TO way but it would only play the ambience in the common.bank file.

    Changing to that car you sent me hasn't made a difference unfortunately.

    The only way I can seem to get it working is by assigning the sound a position except it only plays in an area of roughly the size of those spheres (refer to youtube link). For now I'm trying to attach them to the spheres I've made as a test but the end goal is to have basically the upper half of my open world track (mountain range) to have the sound of cars racing off in the distance.

    Btw, What is "skytrain code"?

    I've attached a picture of how I've named it in the ext_config file and in 3ds max
     

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  4. JrC

    JrC Active Member

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    i managed to solve my problem last night by making a whole new soundbank.

    The common bank shouldnt be touched. all your sounds go in your own bank, you add the events and link those events to sounds...

    Skytrain code is code i used to play skytrain sound relative to where skytrain is and it works but I think the issue you have highlighted with how close the camera needs to be to the sound is an engine problem.

    I tried to attach some sound to the jetliners but they wont play the sound either and i think its a distance thing. Not only that, a lot of the sounds are imperceptible when actually driving so i found it was a waste of time for me personally to spend so much time adding things you cant hear anyways...

    For instance I have some city sounds but you cant hear them while driving.
    My suggestion is rather then treat the far off car sounds as ambient... make the position close to the replay camera locations and that way you would hear the sound off far in distance while in replay camera until your car passes...


    Playing stuff far in the distance has been a fail for me but you may have more luck then i did.
     
  5. Mitch

    Mitch New Member

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    The only reason I mucked with the common.bank file is because at first, every time I used the RELATIVE_TO code to assign it to an object, it played the ambience located in that common soundbank therefore I changed it (regrettably).

    I've made a new soundbank with 5 different events, linked the bank and GUIDs under [SOUNBANK_0], copied the relevant code from the GUIDs and pasted it beside the ID. It worked in game but like I said earlier it's limited to a very small area.

    When I got it working on the assigned objects (with the ambience sound from common.bank), you could hear it while you were inside of the object and the sound only went away once you left the object. The object I had assigned it to was quite large (larger than those spheres in the vid) so it's got me thinking I could make a large object covering a large portion of the track so that the ambience sound is played in the background.

    The other problem I encountered was I made about 20 events and position them close to one another so that the sound was continuous when you left one event and entered another but every time you entered the next event, it restarted the sound. So I scrapped that idea.

    This post I found had a marching band seems to be played over a large area so according to this it must be possible. Unless it's a volume thing where it's turned up high?
     
  6. JrC

    JrC Active Member

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    Hmm... interesting... i definately haven't been able to get it to play like that.

    Lets keep looking into it.

    Thats one of Nukedrops/Tyrones tracks so I think thats only for patreon people.
     
  7. Mitch

    Mitch New Member

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    I'm definitely going to keep trying as I think ambient sounds will bring another level to my current track mod. No doubt it's something small and annoying I've missed :lol:

    Thanks for your input so far!
     
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