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TUTORIAL additional track sound with CSP

Tyrone Hesbrook

New Member
Totally weird!
I also have downgraded CM to 36126 (thanks leBluem) but no effect.
And your crashing issue is even weirder!
Okay, to make the mystery even more complex - after my game crashed I changed the location of my sound effect on my track to literally be the default start position in the pits so I didn't have to keep driving to find it. Restart, game doesn't crash everything is fine, but no cockpit sound (the sound position had changed though and this is verified with the f7 camera.

Then I load back up Goodwood - and now can't hear the announcer at the start line anymore, despite still running v0.8.2068.36126

So I think my game crash may have automatically changed an option or something in CM which has now stopped the sound on Goodwood from working again??? I went to double check it hadn't auto updated or something when I restarted it and it's still on the older version.

upload_2020-5-11_17-9-44.png


So to summarize, now i'm back to square one, with both tracks not having cockpit audio, despite running an older version of CM. :banghead:
 

Cugar21

New Member
Thanks a lot.

Hello, I have followed step by step all the points to create my sound bank, but I can never get it to work on my track, however with the sound bank that is in the "content \ sfx" folder of the game, I find the bank of sounds "common.bank" and I can use it on my track with no problems.

I don't know what is happening to me when creating my sound bank.
The events that I create in FMOD Studio are "3D Timeline" which I don't know if it's the right thing either and the ext_config.ini configuration not is the problem, since I make it work with the common.bank.

Any ray of light please?

Thanks a lot.
 

Attachments

Johnr777

Moderator
Thanks a lot.

Hello, I have followed step by step all the points to create my sound bank, but I can never get it to work on my track, however with the sound bank that is in the "content \ sfx" folder of the game, I find the bank of sounds "common.bank" and I can use it on my track with no problems.

I don't know what is happening to me when creating my sound bank.
The events that I create in FMOD Studio are "3D Timeline" which I don't know if it's the right thing either and the ext_config.ini configuration not is the problem, since I make it work with the common.bank.

Any ray of light please?

Thanks a lot.
You are using a different version of FMOD, the game only works with v 1.08.12

Thats probably your problem...

Also, looks like you are trying to use my sounds (garage and crowd)... if thats the case, just use my bank file...
 

Cugar21

New Member
You are using a different version of FMOD, the game only works with v 1.08.12

Thats probably your problem...

Also, looks like you are trying to use my sounds (garage and crowd)... if thats the case, just use my bank file...
Thanks a lot! it was just that! I put the version that you told me and everything started to work!

I didn't know that the sounds were yours, I took them from a track that I ran, with the .bank extractor those sounds came out, but they are not the ones I want to use. I put them to see if they were my files that were wrong but it didn't work for me either! now with this version it has worked for me the first time! Thanks a lot!
 

quetillo

Member
It would be of great help, some images of the steps to follow with the ac_fmods program, in the same assetto game it comes in the sdk, audio folder, I tried to follow the steps but I couldn't get a sound, I wanted to put a sound of applause, but I think something escapes me in the steps, try it several times, without any result.
 

quetillo

Member
good, after trying once and again to put sound there is no way for it to work, I put an ambient sound and if it works, I think that no sound is created, the tutorial helps a lot but something escapes that is the failure. desperate
 

JrC

Active Member
You need to create an account for FMOD, sign in and head over to downloads, there you can find the older V.08.12

Also, you can EDIT your original post, instead of creating new posts 5 minutes apart :)
The only thing under older is v 1.10.20

oops... didnt use the pulldown... its there.
 
Last edited:

quetillo

Member
Good night, I have a problem, I put sound in a specific area of a curve, when the car passes it is heard almost when it reaches the curve, in the repetition when the camera is heard it is heard well, there is some way to hear it at a higher radio or distance, thanks
 

Johnr777

Moderator
Good night, I have a problem, I put sound in a specific area of a curve, when the car passes it is heard almost when it reaches the curve, in the repetition when the camera is heard it is heard well, there is some way to hear it at a higher radio or distance, thanks
you need more sources
 

quetillo

Member
Thanks, what I don't understand is because with the free camera you can hear how it should be and with the interior you can hear a few meters before, when this is the point.
 

JrC

Active Member
@Johnr777

Im having an issue where the sounds work fine generally but on select cars its somehow overwriting the soundbank for the car and the car has no sound. My soundbank and the KTM xbow bb is an example.

I tested it on Lilski's track where he has a soundbank and the car sounds work fine there so I checked out his Guids and he has a bunch of references in there that I can't place as the soundbank they pertain to don't seem to exist in the sfx file.

Any idea what is going on there?
 

Johnr777

Moderator
@Johnr777

Im having an issue where the sounds work fine generally but on select cars its somehow overwriting the soundbank for the car and the car has no sound. My soundbank and the KTM xbow bb is an example.

I tested it on Lilski's track where he has a soundbank and the car sounds work fine there so I checked out his Guids and he has a bunch of references in there that I can't place as the soundbank they pertain to don't seem to exist in the sfx file.

Any idea what is going on there?
I created that soundbank, :lol:

The entries in the GUID are references to the sound events in the bank file. Which are all track sounds, no car sounds whatsoever…

Maybe your bank file and GUID contain car stuff ?
 

JrC

Active Member
I created that soundbank, :lol:

The entries in the GUID are references to the sound events in the bank file. Which are all track sounds, no car sounds whatsoever…

Maybe your bank file and GUID contain car stuff ?
So i tried going down to just a single sound and its still happening.
There was a truck sound but no actual car sounds.
It has to be a setting in fmod but im not sure what it is because the sounds work for most cars.

Not sure if you can see if im doing anything wrong here

 
I followed all the instructions in the first post, but I can't get the sound in the game. I made an animation where the helicopter moves a few meters high, on the runway, giving a quite realistic feeling. But I can't get the sound to work. I followed step by step using the correct version, but nothing... I can't solve it.
upload_2022-6-20_19-17-7.png






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fughettaboutit

aka leBluem
I followed all the instructions in the first post, but I can't get the sound in the game. I made an animation where the helicopter moves a few meters high, on the runway, giving a quite realistic feeling. But I can't get the sound to work. I followed step by step using the correct version, but nothing... I can't solve it.
From user "Still 'P'tang" on CSP discord, thanks very much for this tip:

Use the fmod version recommended in the pipeline, 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
Code:
[SOUNDBANK_...]
BANK = sfx/your_bank.bank
GUIDS = sfx/GUIDs.txt
Then create sound events, the input key will be whatever parameter you made, if you used toggle like I said above, it will be toggle, 1 will play the sound, anything else wont. Here is an example:
Code:
[EVENT_...]
DESCRIPTION=Church bell
ID=/tracks/ptang_hometown/church_bell  ;The GUID of the sound in the bank
REVERB_RESPONSE=1
VOLUME=3
CAMERA_INTERIOR_MULT=1  ;Volume inside the car
CAMERA_EXTERIOR_MULT=1.5  ;Volume outside the car
CAMERA_TRACK_MULT=0.5  ;Volume for TV cameras
POSITION=-80.61, 13.53, 585.06  ;Where in the map to emit sound from
DIRECTION=0, 0, 1  ;What direction should the sound be emitting in
INPUT_KEY_0=toggle
INPUT_VALUE_0=1  ;Could be a condition, yet 1 for always on
edit:
for a helicopter use something like this:
Code:
[EVENT_...]
ID = /tracks/ptang_hometown/Helicopter
REVERB_RESPONSE=0.25
VOLUME=1
CAMERA_INTERIOR_MULT=1.0
CAMERA_EXTERIOR_MULT=1.0
CAMERA_TRACK_MULT=1.0
DIRECTION = 0, -1, 0
RELATIVE_TO = heliaudionode   ;;; empty moved by animation
INPUT_KEY_... = helitoggle
INPUT_VALUE_... = 1
I still had no luck in some cases.
 
Last edited:
From user "Still 'P'tang" on CSP discord, thanks very much for this tip:

Use the fmod version recommended in the pipeline, 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
Code:
[SOUNDBANK_...]
BANK = sfx/your_bank.bank
GUIDS = sfx/GUIDs.txt
Then create sound events, the input key will be whatever parameter you made, if you used toggle like I said above, it will be toggle, 1 will play the sound, anything else wont. Here is an example:
Code:
[EVENT_...]
DESCRIPTION=Church bell
ID=/tracks/ptang_hometown/church_bell  ;The GUID of the sound in the bank
REVERB_RESPONSE=1
VOLUME=3
CAMERA_INTERIOR_MULT=1  ;Volume inside the car
CAMERA_EXTERIOR_MULT=1.5  ;Volume outside the car
CAMERA_TRACK_MULT=0.5  ;Volume for TV cameras
POSITION=-80.61, 13.53, 585.06  ;Where in the map to emit sound from
DIRECTION=0, 0, 1  ;What direction should the sound be emitting in
INPUT_KEY_0=toggle
INPUT_VALUE_0=1  ;Could be a condition, yet 1 for always on
edit:
for a helicopter use something like this:
Code:
[EVENT_...]
ID = /tracks/ptang_hometown/Helicopter
REVERB_RESPONSE=0.25
VOLUME=1
CAMERA_INTERIOR_MULT=1.0
CAMERA_EXTERIOR_MULT=1.0
CAMERA_TRACK_MULT=1.0
DIRECTION = 0, -1, 0
RELATIVE_TO = heliaudionode   ;;; empty moved by animation
INPUT_KEY_... = helitoggle
INPUT_VALUE_... = 1
I still had no luck in some cases.
I tried it... but dont work
 
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