Hi all, i've created a soundbank with many different sounds. There is also the twittering of birds. I've created EVENT_ and also AC_AUDIO_ and everything works fine You can hear the sounds loud and clear, but how can i control the sound so that it can only be heard during the day. My birds for example or is it impossible?
Thank you for the hint. I just experimented a bit without success. but it's definitely just a minor problem with the settings. [CONDITION_...] NAME = BIRDS_SILENT INPUT = AMBIENT MIN = 0 MAX = 0 LUT = (|0=0|89=0|81=1|180=1) Now i will try it with VOLUME = Unfortunately I have not yet found a way to deactivate something overnight but only to activate it, such as illuminated windows, buildings or billboards.
That condition needs tweaking... With that lut, you need to use sun angle, so INPUT = SUN Secondly, your min and max should reflect 0 and 1, not both zeros
Sorry for the late response. Had realy big problems with my health but in the meantime i have resolved my timed ambient sound like that: Created a soundbank with different bird melodies In the ext_config i've putted the following lines: [EVENT_...] ID = common/ambience/birds2 REVERB_RESPONSE = 0 DIRECTION = 0, 0, 1 VOLUME = BIRDS_VOLUME CAMERA_INTERIOR_MULT = 1 CAMERA_EXTERIOR_MULT = 1 CAMERA_TRACK_MULT = 1 POSITION = 87.8114, 25.0295, -45.0341 [CONDITION_...] NAME = BIRDS_VOLUME INPUT = SUN LUT = (|0=5|90=5|90=0.0|180=0.0|) LAG = 0 Now the birds are singing from sunrise to sunset and runs like a charm. Greetings Jojo
Sorry to re-open this post, but when you made that soundbank, was it made separately from the car sound bank or was "birds2" added into an existing car sound mod?
must be separate .bank, not for the car, use older FMOD 1.08.12, recommended in the pipeline from "Still pTang" on discord: I work off the ac_fmod project given instead of making a new project. When you open that project I made another folder for tracks and just work out of there. I duplicate engine_ext from the tatuusfa1 folder to use as the base for my sounds. I get rid of rpm and throttle parameters. I make a new parameter and call it toggle. This will be fine for sounds that don't need to change pitch etc, so this wont work for things like trains etc that change pitch based off speed. You will have to make a different parameter for that. On my toggle parameter I add the sound and move it as far to the right as I can, making it so its only on 1.0. This will let me control the sound with conditions that return either 1 or 0. If the sound is supposed to loop, make sure you check loop sound on the file. Depending on the distance you need to hear the sound from play around with the distance attenuation on the bottom. After you are happy with the sound, build the bank and export GUIDs. Put the bank and GUIDs in ...\extension\sfx Add these lines to the config [SOUNDBANK_...] BANK = sfx/your_bank.bank GUIDS = sfx/GUIDs.txt https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Audio
Thank you so much! Everything you just said has helped out immensely! The distance parameter was doing my head in because I got it working ages ago without the use of CSP (AC_AUDIO_1 etc) and I could never figure out how to make it so that the ambient sound travels over a long distance.