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TUTORIAL additional track sound with CSP

fughettaboutit

aka leBluem
anything I can help with?
Not atm :)

I tried it... but dont work
I did not say to (obviously) change references:
ID = /tracks/ptang_hometown/...
For user "Still 'P'tang" it was the track "ptang_hometown", replace with your own...

Also your final .bank file must be copied to this folder:
/tracks/yourtrack/sfx/

Maybe check
...Documents\Assetto Corsa\logs\custom_shaders_patch.log
for error or warning
 
Not atm :)


I did not say to (obviously) change references:
ID = /tracks/ptang_hometown/...
For user "Still 'P'tang" it was the track "ptang_hometown", replace with your own...

Also your final .bank file must be copied to this folder:
/tracks/yourtrack/sfx/

Maybe check
...Documents\Assetto Corsa\logs\custom_shaders_patch.log
for error or warning
Yes. Off course. I changed all references:

[SOUNDBANK_0]
BANK = sfx/comodoro.bank
GUIDS = sfx/GUIDs.txt

[EVENT_0]
ID =comodoro/Helicoptero
REVERB_RESPONSE = 0.025
VOLUME = 1
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
POSITION = 0.1, 0.0, 0.0
DIRECTION = 0, -1, 0
RELATIVE_TO = heli_yellow
INPUT_VALUE_0 = 1

Also I tried with change ID line for ID=/tracks/comodoro/Helicoptero, but the same.
 

fughettaboutit

aka leBluem
heli_yellow
you made this heli on your own?

Edit: this is meant for kn5 exported as car, with a dummy node as parent for some other objects, so hierarchy is still kept intact. Else:

sounds familiar, if your copied the heli from another place: it has no dummy, you need to "wrap" it to make one first:

[WRAP_MESHES_...]
NAME=helinode
MESHES=heli_yellow

if heli has more than one object, you repeat for the other parts, making helinode1, helinode2...
actually for sound you only need one, but for animation you would need to do that
 
Last edited:
heli_yellow
you made this heli on your own?

Edit: this is meant for kn5 exported as car, with a dummy node as parent for some other objects, so hierarchy is still kept intact. Else:

sounds familiar, if your copied the heli from another place: it has no dummy, you need to "wrap" it to make one first:

[WRAP_MESHES_...]
NAME=helinode
MESHES=heli_yellow

if heli has more than one object, you repeat for the other parts, making helinode1, helinode2...
actually for sound you only need one, but for animation you would need to do that
No. I took him off a track he already had to learn how to move him around the racing lanes.
I will try this. Thx
 
heli_yellow
you made this heli on your own?

Edit: this is meant for kn5 exported as car, with a dummy node as parent for some other objects, so hierarchy is still kept intact. Else:

sounds familiar, if your copied the heli from another place: it has no dummy, you need to "wrap" it to make one first:

[WRAP_MESHES_...]
NAME=helinode
MESHES=heli_yellow

if heli has more than one object, you repeat for the other parts, making helinode1, helinode2...
actually for sound you only need one, but for animation you would need to do that


I must be doing something wrong. I can't get the sound of the helicopter. Here I leave you how it is configured in the extension.ini.

;;;;;;;;;;;;;;; helicopter audio

[WRAP_MESHES_...]
NAME = Helicoptero
MESHES = helicopter_yellow
PIVOT_POS = 139, 224, 10

[SOUNDBANK_0]
BANK = sfx/comodoro.bank
GUIDS = sfx/GUIDs.txt

[EVENT_0]
ID = tracks/comodoro/Helicoptero
REVERB_RESPONSE = 0.025
VOLUME = 1
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
POSITION = 0.1, 0.0, 0.0
DIRECTION = 0, -1, 0
RELATIVE_TO = helicopter_yellow
INPUT_VALUE_0 = 1
 

Johnr777

Moderator
I must be doing something wrong. I can't get the sound of the helicopter. Here I leave you how it is configured in the extension.ini.

;;;;;;;;;;;;;;; helicopter audio

[WRAP_MESHES_...]
NAME = Helicoptero
MESHES = helicopter_yellow
PIVOT_POS = 139, 224, 10

[SOUNDBANK_0]
BANK = sfx/comodoro.bank
GUIDS = sfx/GUIDs.txt

[EVENT_0]
ID = tracks/comodoro/Helicoptero
REVERB_RESPONSE = 0.025
VOLUME = 1
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
POSITION = 0.1, 0.0, 0.0
DIRECTION = 0, -1, 0
RELATIVE_TO = helicopter_yellow
INPUT_VALUE_0 = 1
What does your fmod look like
 

fughettaboutit

aka leBluem
[EVENT_0]
ID = tracks/comodoro/Helicoptero
REVERB_RESPONSE = 0.025
VOLUME = 1
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
POSITION = 0.1, 0.0, 0.0
DIRECTION = 0, -1, 0
RELATIVE_TO = helicopter_yellow
INPUT_VALUE_0 = 1
What if you set this?
RELATIVE_TO = Helicoptero
 
What if you set this?
RELATIVE_TO = Helicoptero
Going through the helicopter thing, I saw that Reboot Group has quite a few at their Daytona track. Some work the sound and some don't. But they all have that line. I imagine that it assigns the sound to the helicopter to follow it during its trajectory.
 

Johnr777

Moderator
your ID = tracks/comodoro/Helicoptero

Theres no "tracks" folder inside the fmod project... so there shouldnt be one in that ID neither. should match whats in the GUID
 

John Harding

Active Member
Thanks. I have tried everything as it says in the first post and I also tried as it shows in both videos that you posted. But there is no way to get the helicopter to have sound. I'll put it aside to invest the time in something better. Thanks for everyone's help.
View attachment 7640
It looks like you just need to add a distance parameter from your latest screenshots. I couldn't get any sounds to work without adding this, which make sense on reflection. Indeed, it was @Johnr777 's videos that enabled me to get it to work for the next release of Pinwheel (thanks again John) when making some ambient sounds for the pitlane. Just copy one of the Tatuus sounds as shown in those videos, delete a couple of parameters (not distance) and then replace the wav file.

You can set the distance by clicking on the 'master' bit below the audio in the timeline, you can see I have a range between 5 and 20m where the sound fades to nothing. Note also the tab at the top next to timeline:

Don't give up though, you're probably almost there.
John.
 
It looks like you just need to add a distance parameter from your latest screenshots. I couldn't get any sounds to work without adding this, which make sense on reflection. Indeed, it was @Johnr777 's videos that enabled me to get it to work for the next release of Pinwheel (thanks again John) when making some ambient sounds for the pitlane. Just copy one of the Tatuus sounds as shown in those videos, delete a couple of parameters (not distance) and then replace the wav file.

You can set the distance by clicking on the 'master' bit below the audio in the timeline, you can see I have a range between 5 and 20m where the sound fades to nothing. Note also the tab at the top next to timeline:

Don't give up though, you're probably almost there.
John.
Thanks John. I did everything it says in the videos. Add the Toogle and Distance parameters. I stepped on master to make it fade, but I can't get it to work in the game. Over there I have something wrong with the clean file that is used to start. How do you see the folder structure and others within the FMOD Studio? Mine is completely empty. I tried following each step, but I can't succeed...
upload_2022-6-22_14-24-39.png
 

Johnr777

Moderator
Thanks John. I did everything it says in the videos. Add the Toogle and Distance parameters. I stepped on master to make it fade, but I can't get it to work in the game. Over there I have something wrong with the clean file that is used to start. How do you see the folder structure and others within the FMOD Studio? Mine is completely empty. I tried following each step, but I can't succeed...
View attachment 7641
post your GUID
 
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