RC45
New Member
Is the above still true for triggered audio events or is this now managed via sound banks and FMod?In what mode are you trying to run ? (Race, Race Weekend, ?)
If you start in race mode, the AI will work with only "fast_lane.ai" in your AI folder, because they will spawn at AC_START_x positions.
If you start in Race Weekend, AI will spawn at AC_PIT_x positions. And in this case, they need the "pit_lane.ai" in order to find their way out of pits.
It should work with the files inside \yourtrack\data\sfx folder. It used to work like this at least, didn't test in the latest updates of AC. Let us know if ok or not please.
To link the audio sources, just create a file called "audio_sources.ini" in the data folder, and inside add something like this:
You can customize volume and volume scale of course. Just play with them to fit your needs.Code:[AC_AUDIO_1] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/tracks/_YOURTRACK_/sfx/my_sound_file.wav [AC_AUDIO_2] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/tracks/_YOURTRACK_/sfx/my_next_sound_file.wav
What software are you using ? (if Blender, you need to add 90 rotation on X axis, but then DON'T make "Apply" or it will be lost. For 3dsmax it's the same, but only rotate the pivot point.
Thanks
Paul