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.