TUTORIAL additional track sound with CSP

Discussion in 'Tracks' started by Gunnar333, Apr 29, 2020.

  1. Johnr777

    Johnr777 Moderator

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    Sorry, but how do you expect us to help without showing us what you did?
     
  2. fughettaboutit

    fughettaboutit aka leBluem

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    Not atm :)

    I did not say to (obviously) change references:
    ID = /tracks/ptang_hometown/...
    For user "Still 'P'tang" it was the track "ptang_hometown", replace with your own...

    Also your final .bank file must be copied to this folder:
    /tracks/yourtrack/sfx/

    Maybe check
    ...Documents\Assetto Corsa\logs\custom_shaders_patch.log
    for error or warning
     
  3. Ariel Suraniti

    Ariel Suraniti Member

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    Yes. Off course. I changed all references:

    [SOUNDBANK_0]
    BANK = sfx/comodoro.bank
    GUIDS = sfx/GUIDs.txt

    [EVENT_0]
    ID =comodoro/Helicoptero
    REVERB_RESPONSE = 0.025
    VOLUME = 1
    CAMERA_INTERIOR_MULT = 1
    CAMERA_EXTERIOR_MULT = 1
    CAMERA_TRACK_MULT = 1
    POSITION = 0.1, 0.0, 0.0
    DIRECTION = 0, -1, 0
    RELATIVE_TO = heli_yellow
    INPUT_VALUE_0 = 1

    Also I tried with change ID line for ID=/tracks/comodoro/Helicoptero, but the same.
     
  4. fughettaboutit

    fughettaboutit aka leBluem

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    heli_yellow
    you made this heli on your own?

    Edit: this is meant for kn5 exported as car, with a dummy node as parent for some other objects, so hierarchy is still kept intact. Else:

    sounds familiar, if your copied the heli from another place: it has no dummy, you need to "wrap" it to make one first:

    [WRAP_MESHES_...]
    NAME=helinode
    MESHES=heli_yellow

    if heli has more than one object, you repeat for the other parts, making helinode1, helinode2...
    actually for sound you only need one, but for animation you would need to do that
     
    Last edited: Jun 21, 2022
  5. Ariel Suraniti

    Ariel Suraniti Member

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    No. I took him off a track he already had to learn how to move him around the racing lanes.
    I will try this. Thx
     
  6. Ariel Suraniti

    Ariel Suraniti Member

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    I must be doing something wrong. I can't get the sound of the helicopter. Here I leave you how it is configured in the extension.ini.

    ;;;;;;;;;;;;;;; helicopter audio

    [WRAP_MESHES_...]
    NAME = Helicoptero
    MESHES = helicopter_yellow
    PIVOT_POS = 139, 224, 10

    [SOUNDBANK_0]
    BANK = sfx/comodoro.bank
    GUIDS = sfx/GUIDs.txt

    [EVENT_0]
    ID = tracks/comodoro/Helicoptero
    REVERB_RESPONSE = 0.025
    VOLUME = 1
    CAMERA_INTERIOR_MULT = 1
    CAMERA_EXTERIOR_MULT = 1
    CAMERA_TRACK_MULT = 1
    POSITION = 0.1, 0.0, 0.0
    DIRECTION = 0, -1, 0
    RELATIVE_TO = helicopter_yellow
    INPUT_VALUE_0 = 1
     
  7. Johnr777

    Johnr777 Moderator

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    What does your fmod look like
     
  8. fughettaboutit

    fughettaboutit aka leBluem

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    What if you set this?
    RELATIVE_TO = Helicoptero
     
  9. Ariel Suraniti

    Ariel Suraniti Member

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    In what sense does it look like? It is version 1.08.12. I followed all the steps in the tutorial.
     
  10. Ariel Suraniti

    Ariel Suraniti Member

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    Going through the helicopter thing, I saw that Reboot Group has quite a few at their Daytona track. Some work the sound and some don't. But they all have that line. I imagine that it assigns the sound to the helicopter to follow it during its trajectory.
     
  11. Johnr777

    Johnr777 Moderator

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    A screenshot of the folder structure inside fmod
     
  12. Ariel Suraniti

    Ariel Suraniti Member

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    Attached Files:

  13. Johnr777

    Johnr777 Moderator

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    your ID = tracks/comodoro/Helicoptero

    Theres no "tracks" folder inside the fmod project... so there shouldnt be one in that ID neither. should match whats in the GUID
     
  14. Ariel Suraniti

    Ariel Suraniti Member

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    I tried with ID=comodoro/helicoptero and it didn't work either.
     
  15. Johnr777

    Johnr777 Moderator

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  16. Ariel Suraniti

    Ariel Suraniti Member

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    Thanks. I have tried everything as it says in the first post and I also tried as it shows in both videos that you posted. But there is no way to get the helicopter to have sound. I'll put it aside to invest the time in something better. Thanks for everyone's help.
    upload_2022-6-22_12-7-34.png
     
  17. John Harding

    John Harding Active Member

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    It looks like you just need to add a distance parameter from your latest screenshots. I couldn't get any sounds to work without adding this, which make sense on reflection. Indeed, it was @Johnr777 's videos that enabled me to get it to work for the next release of Pinwheel (thanks again John) when making some ambient sounds for the pitlane. Just copy one of the Tatuus sounds as shown in those videos, delete a couple of parameters (not distance) and then replace the wav file.

    You can set the distance by clicking on the 'master' bit below the audio in the timeline, you can see I have a range between 5 and 20m where the sound fades to nothing. Note also the tab at the top next to timeline:
    [​IMG]
    Don't give up though, you're probably almost there.
    John.
     
  18. Ariel Suraniti

    Ariel Suraniti Member

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    Thanks John. I did everything it says in the videos. Add the Toogle and Distance parameters. I stepped on master to make it fade, but I can't get it to work in the game. Over there I have something wrong with the clean file that is used to start. How do you see the folder structure and others within the FMOD Studio? Mine is completely empty. I tried following each step, but I can't succeed...
    upload_2022-6-22_14-24-39.png
     
  19. Johnr777

    Johnr777 Moderator

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    post your GUID
     
  20. Ariel Suraniti

    Ariel Suraniti Member

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    Change the name on the last one you build from scratch. That is why it appears heli and not helicopter.


    {0578ed18-96f7-4a40-83d6-9b6db964d195} event:/comodoro/heli
    {f624fe1a-9287-4cc7-867a-6619b5254e88} bank:/comodoro
     
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