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TUTORIAL additional track sound with CSP

Gunnar333

Well-Known Member
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.
 

Attachments

Last edited:

Gunnar333

Well-Known Member
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?
 

Johnr777

Moderator
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?
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 =
 

Gunnar333

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

So:

[EVENT_0]
ID = yourtrackname/soundevent
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:
 

Johnr777

Moderator
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:
That event parameter stuff and input keys seem unnecessary.
 

Gunnar333

Well-Known Member
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.
 

Attachments

Last edited:

Gunnar333

Well-Known Member
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.
 

Johnr777

Moderator
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.
That's awesome! Glad to help :)

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

Gunnar333

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

Tyrone Hesbrook

New Member
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 :)

 
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