HelloO° !! that's my problem, there is a tunnel on my circuit and I like to know if I can add sound! I think we should change the "surface" file ?? and add sound wav file in the "sfx" ?? to put a reverb effect !!!
Hi, You need to add a trigger first (AC_AUDIO_0, AC_AUDIO_1, ...). Then link these triggers to the actual sound files. See this post for more info.
it does not work , !!!! or I was wrong ?? I tested everythingI looked for screen tutorial or video, I found nothing
What format do yous wav files have ? (I can't remember exactly the type right now but I can check when home). At least what "used" to work last time I've made this. Sent from my GT-I9100 using Tapatalk
yes, it is well to wav, because I took an existing wav file of the game to test! but for the triggers, in blender, it's just a cube that I call AC_AUDIO_0 (as for AC_START_ or AC_PIT), and when the car crosses the cube, the sound must be activated? because I thought that it had created a section of the road,,, and add a sound, and when the car rolls over (as for curb or grass)!
Oooh, then this is not what you are looking for . I didn't understand you it seems. The method explained, is for ambient sounds only (like a bird, city noise, crowd, etc). If you'd like to have specific sound for a surface, you need to assign it in the "surfaces.ini" file. (and you don't need any trigger in this case). Code: [SURFACE_3] KEY=MYROADSURFACE FRICTION=0.93 DAMPING=0 WAV=kerb.wav WAV_PITCH=1 FF_EFFECT=0 DIRT_ADDITIVE=0 BLACK_FLAG_TIME=0 IS_VALID_TRACK=1 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0.2 VIBRATION_LENGTH=0.3 And you'd need to place these wave in \STEAM\steamapps\common\assettocorsa\content\sfx Maybe it's possible to place them in SFX folder under your track (it would be more conveninet when publishing the track) but I didn't test (maybe you'd be required to indicate the path inside surfaces.ini).
ambient sound, or the area nothing works. I despair about it !!. looool I must be wrong somewhere! but frankly, I do not see ?? one of the two ! As the sound is triggered in the tunnel entrance, and stops at the end of the tunnel, I'll be happy!