good people, I wanted to know how I place sounds when passing through an area, whether it is ambient or water, which steps I have to follow, I have a section, I want to give it the sound of water when passing through a river, so I have to create a cube and give it A name for assetto to recognize it, I imagine, I don't know what to name it, I do this in 3dsimed for example creating a cube on one side, then I export to fbx and put it in kseditor and export everything to kn5, in the folder I go to audio and I put inside. [REVERB_0] ENABLED=1 NODE=ac_audio_0 MINDISTANCE=8 MAXDISTANCE=35 PRESET=SEWERPIPE [AC_AUDIO_1] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/sfx/ambience.wav but the cube is seen and nothing is heard at all It's crazy that I imagine it would be some nonsense
name must be uppercase in kn5 (will be hidden automatically) and in 'data\audio_sources.ini' too: AC_AUDIO_0 AC_AUDIO_1 ...
forgive my ignorance, what do you mean from and in 'data \ audio_sources.ini' also:, I made a cube in 3dsimed and exported and started it in kseditor then when passing it in kn5 and playing the cube was visible
"the folder I go to audio and I put inside" -> the audio file is called: '...tracks\yourtrack\data\audio_sources.ini' and the name must be UPPERCASE: AC_AUDIO_0 lowercase will not work: ac_audio_o
Hello, first I want to apologize for the English, I am using a translator. I wanted to know if you finally managed to put an ambient sound. I wanted to do something similar, when passing through an area that a sound of people clapping would be heard, I have really achieved it with the .bank and the ext_config.ini, but when passing so fast with the car you do not hear anything, since the sound is only at that point. I would like to know if it can be done, that a sound is heard from 1 point to another point using fast_lane as a reference or something similar? Regards, and thank you very much!
Hello, thanks for answering. Yes, it's how she had done it, but she wanted to know if there was another way. By any chance you will not know why any soundbank that I created does not work for me? I don't know what I'm doing wrong, I follow the tutorial point by point but then it doesn't load it. I have to convert the .wav files with a specific quality? I use Audacity to convert .mp3 to .wav but can't get my soundbank to work.
I inserted the following command lines in audio_sources.ini in my new track: [AC_AUDIO_1] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/sfx/ambient_1.wav I also added a node by the name AC_AUDIO_1 to the .kn5 I note that there is a pre-existing file with the name ambient_1.wav in steamapps/common/assetto corsa/content/sdx/audio/ac_fmod_sdk_1_9. In any case, I don't get track "ambience" sounds from the node in-game so something is not right. I also added these lines of code: [AC_AUDIO_2] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/sfx/mypaddock.wav , added a node AC_AUDIO_2 to the kn5, and added the file mypaddock.wav to steamapps/common/assetto corsa/content/sfx. Again, I'm getting no sound from the AC_AUDIO_2 node, either. A related aside; I added a "reverb" node to the kn5 and referenced it in audio_sources.ini, and that works. Can anyone help sorting out my sound problems? I'm so close to sharing all of this hard work with the community!
Is there anything before AUDIO_1 in your ini file? If there isn’t, then it should be _0 The ambience wav file is in the main sound bank I think, that’s why you can’t find it. But if properly referenced, should work! And your “paddocksounds” won’t work like that, you need to create a sound bank file and reference to it with your ext_config file.
the first line/block in audio_sources is for the reverb, and that is [REVERB_0] the next block starts with [AC_AUDIO_1] Also, I've seen reference within other tracks' audio_sources to a file ;ambience_1.wav, e.g., Bridgehampton, even though the file on my system (as mentioned) is named ambient_1.wav I've tried both filenames and there's no ambient sounds emanating from the node :-(
this is my audio_sources.ini, and there's no ambient sounds :-( [AC_AUDIO_0] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/sfx/ambience_1.wav [REVERB_0] ENABLED=1 NODE=AC_REVERB_T6 MINDISTANCE=10 MAXDISTANCE=150 PRESET=SEWERPIPE
I will now, ; i changed it to _0 in audio sources but forgot to chhange it to _0 (from _1) in kn5 Question: if the first audio is AC_Audio_0, followed by _01, _02, etc., what about when i add REVERB code; do they start with _0, even if there's already an AUDIO_2, e.g., or does REVERB number ratchet up, e.g., in this example it'd then be REVERB_03 ??
there's an AC_AUDIO_0 in the kn5 and the audio_sources.ini reproduced above, and it still does not work.
[AC_AUDIO_NODE1] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/sfx/ambience_1.wav [AC_AUDIO_PART2] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/sfx/ambience_1.wav [REVERB_0] ENABLED=1 NODE=AC_AUDIO_EPISODE4 MINDISTANCE=175 MAXDISTANCE=275 PRESET=ARENA [REVERB_1] ENABLED=1 NODE=AC_AUDIO_OHFORGOT3 MINDISTANCE=5 MAXDISTANCE=10 PRESET=SEWERPIPE
Accepting that the numbers don’t matter, then my code, ie starting with AC_AUDIO_0, should work, and yet it doesn’t work.
erm, using CSP? try with it off! And make sure you are using this file: ...tracks\yourtrack\data\audio_sources.ini if you have layouts: ...tracks\yourtrack\layoutname\data\audio_sources.ini