TUTORIAL additional track sound with CSP

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

  1. Gunnar333

    Gunnar333 Well-Known Member

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    How to make bank audio files for creating additional custom Audio Events for your tracks.

    Custom Shader Patch has a feature to add sound events to a track.
    https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Audio
    So we should be able to do track specific sounds (like: pitstop siren, track announcer, helicopter noise, etc...)

    Steps:
    • Register, sign in and download FMOD Studio v1.08.12 for Windows or Mac
      https://www.fmod.com/download

    • I attached a fspro file with an included testsound as a starting point below. Download it.

    • extract Package.zip and open clean_AC.fspro with FMod Studio.

    • Save as...
      Pick a file name for your track sound project (MyDocuments/FMOD Studio) and save it.
      A new folder with all the needed folder structure is being created here.
      Now you are ready to build your track sound package.

    • Import Audio files
      Audio Bin will open with your imported files and these files are listed under Assets Tab.

    • Create a new event
      name it: soundevent
      drag and drop your audio file from the Audio Bin into the Timeline

    • Lets loop this event: right click -> New loop region

    • Go to Banks Tab and add a new bank "yourtrackname" beside the common bank

    • Go back to Events Tab,
      create a folder with the name "yourtrackname",
      move your soundevent into this folder
      and assign your soundevent to yourtrackname bank

    • Save your project

    • Build your bank file (File: Build..)
      three bank files will be created in your project folder in Build/Desktop:
      yourtrackname.bank, common.bank and common.strings.bank
      (the last two are not needed here so ignore)

    • Export GUIDs -> GUIDs.txt is being created in project folder in Build

    • Edit GUIDs and delete every other line expect the ones needed:
      Code:
      {3301c78a-137b-413c-a9b2-d5eb92563e55} event:/yourtrackname/soundevent 
      {ca50b001-49f9-4790-aa60-0f8c607bd2ef} bank:/yourtrackname
    • copy yourtrackname.bank and GUIDs.txt to
      yourtrack/extension/sfx

    • edit ext_config.ini in yourtrack/extension
      Add the following lines:
    Code:
    [SOUNDBANK_0]
    BANK = sfx/yourtrackname.bank
    GUIDS = sfx/GUIDs.txt
    
    [EVENT_0]
    ID = yourtrackname/soundevent
    REVERB_RESPONSE = 1
    VOLUME = 1
    CAMERA_INTERIOR_MULT = 0.2
    CAMERA_EXTERIOR_MULT = 1
    CAMERA_TRACK_MULT = 1
    POSITION = 0, 0, 1
    DIRECTION = 0, 0, 1
    
    now you should be able to hear a sound event on position 0,0,1 in game.
     

    Attached Files:

    Last edited: May 5, 2020
  2. luchian

    luchian Administrator Staff Member

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  3. fughettaboutit

    fughettaboutit aka leBluem

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  4. Gunnar333

    Gunnar333 Well-Known Member

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  5. Gunnar333

    Gunnar333 Well-Known Member

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    Okay. Now I have read a lot of new stuff on how to create bank files.
    And still can't find the solution why I can't hear anything in game.

    When I use the bank file from soyo's animation test track everything works fine.
    (I have to use: INPUT_KEY_0 = speed, INPUT_VALUE_0 = 1 and it works)

    So I think it must have something to do with creating the bank file with fmod studio.

    Johnr777, MGMetroDave ? Didn't you already do something with bank files for tracks?
     
  6. Johnr777

    Johnr777 Moderator

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    I think your event ID is incomplete... it should follow the GUID structure to the letter

    So:

    [EVENT_0]
    ID = yourtrackname/soundevent

    You can also bind them to objects, which is handy:
    RELATIVE_TO =
     
  7. Gunnar333

    Gunnar333 Well-Known Member

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    Thanks you are correct.
    I forgot that this GUID example was from an older test where I tried different folder structures.
    I edited the Tutorial steps by adding the creation of a new folder in Events Tab and correcting the GUIDs.txt entry.

    Well, but after all... this doesn't help. Still no sound in game. :banghead:
     
  8. Johnr777

    Johnr777 Moderator

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    That event parameter stuff and input keys seem unnecessary.
     
  9. Gunnar333

    Gunnar333 Well-Known Member

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    Yes, I do think so, too.
    But just tested without... and also no sound. :banghead:
     
  10. Johnr777

    Johnr777 Moderator

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    Can you post the code you wrote in the config?
     
  11. Gunnar333

    Gunnar333 Well-Known Member

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    Here we go.
    I attached my ext_config.ini and my FMod Studio files (Package.zip)

    sound section in ext_config.ini looks like that:

    Code:
    [SOUNDBANK_0]
    BANK = sfx/testtrack.bank
    GUIDS = sfx/GUIDs.txt
    
    [EVENT_0]
    ID = testtrack/soundevent
    REVERB_RESPONSE = 1
    VOLUME = 3
    ; RELATIVE_TO = Gondel_00
    CAMERA_INTERIOR_MULT = 1
    CAMERA_EXTERIOR_MULT = 1
    CAMERA_TRACK_MULT = 1
    POSITION = 50, 20, 0
    DIRECTION = 0, 0, 0
    POSITION = 50, 20, 0 should be the center point of the FerryWheel.
     

    Attached Files:

    Last edited: May 3, 2020
  12. Gunnar333

    Gunnar333 Well-Known Member

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    Thanks to Johnr777 I was finally able to get a sound in game.
    So I have edited the main post of this thread and tagged it as tutorial.

    After all I think the problem was just starting with a clean new FMOD project.
    I believe AC needs some specific Metadata to work so it's better to start with an AC project and save as...

    Well anyway... hope this small tutorial helps getting more individual track sounds in game. Feel free to add and correct things.
     
    luchian likes this.
  13. Johnr777

    Johnr777 Moderator

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    That's awesome! Glad to help :)

    There are bugs still, specially when binding sounds to moving objects... Something I need to forward to Ilja
     
  14. Gunnar333

    Gunnar333 Well-Known Member

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    Yes. There's an issue with multiple moving objects.
     
  15. Gunnar333

    Gunnar333 Well-Known Member

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    Also I can't hear any custom sound from interior/cockpit view.
    No matter how I set CAMERA_INTERIOR_MULT.
    Same at Road Atlanta.
     
  16. Johnr777

    Johnr777 Moderator

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    There’s a setting in CM, I think it says custom sounds volume... 100%
     
  17. Gunnar333

    Gunnar333 Well-Known Member

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    I can see a fader in Track Adjustments that says "New sounds volume". But it is already at 100%
     
  18. Johnr777

    Johnr777 Moderator

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    There's also a number of sounds setting in CM, i think it defaults to 8? can be increased to 12 I think
     
  19. Gunnar333

    Gunnar333 Well-Known Member

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    Increased to 12 but still no sound in cockpit.
     
    Last edited: May 5, 2020
  20. Tyrone Hesbrook

    Tyrone Hesbrook New Member

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    Hi, I have followed your tutorial and managed to get the sound I want to play (the US national anthem next to the capitol building in washington) but it only plays in f7 freecam, and is not audible in any other camera view, or exterior car view - I recorded a video demonstrating the problem. It seem similar to the issue you are experiencing, so any advice from other Forum members would be appreciated :)

     
    ChicAnne likes this.
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