@Sliderman ! So sorry for long time to respond. I've not been able to be involved with modding for a few months as Real Life (TM) sadly got in the way ;-) I've just got back to AC for the first time in months and after a little testing, I've noticed that currently audio in tracks seems to be broken. It last worked in CSP 0.1.36 and since then (current version at time of writing is 0.1.40) it's still broken. It seems to have coincided with the adding of the volume slider in the 'Track Adjustments' section of CSP extension settings in CM.
As I don't know which other tracks currently include any custom sounds, I can't test if it's just my track, but assuming it isn't, if you want to test custom sounds on your track you'll probably need to downgrade temporarily to CSP 0.1.36.
This next bit might not be completely accurate as it was months ago that I did the sounds and I'm a bit rusty...Regarding sound formats, I don't *think* it's crucial. I'm pretty sure mine were 44.1/16 bit if I recall, and some were stereo and some mono, so both should work. If you're intending on looping the sound seamlessly I *think* it needs to be WAV rather than MP3, but I don't honestly know the optimum settings for memory usage. I'd imagine MP3s get decompressed while the game's running anyway? Not sure sorry.
I've noticed that sounds trigger as you (the camera, be it inside the car or out or free) get within the range of the sound as specified in fmod, and stop when you're out of range again. If it's a looping sound it loops until you get out of range. That sounds obvious but I've noticed it whenever it triggers it starts again from the start of the sound wave. Might be useful to bear in mind.
With all that in mind, here are a details about how I used it in my track so far....hope it helps!
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Firstly, I have the actual sound bank (.bank file) in the following location:
content\tracks\riggswater\extension\sfx\riggswater.bank
and alongside it is the GUIDs.txt file. So those 2 files are all that I have in that folder.
So the following is in GUIDs.txt (content\tracks\riggswater\extension\sfx\GUIDs.txt) (this file is output from FMOD) I can't remember if I tweaked it or not. I don't think so...:
{dc612bac-455b-473b-b39e-4cea44351f78} event:/common/riggspubmusic2
{a5c4847f-4b46-4ad6-986d-9391c634b1dc} event:/common/riggspubmusic1
{9c40411a-491f-4bd0-998c-43699f8e1f03} event:/common/riggscow1
{29175f54-0ae7-41f2-a3b1-06bb12207e11} event:/common/riggssheep2
{999089ba-4a6d-4f2a-b0ab-220d0c3d4e96} event:/common/riggssheep1
{1d42c540-aaf7-4c70-a6d8-bdc11ace4f36} event:/common/riggswaterfall1
{b47658eb-dc71-4747-a822-e4aeb143f1fd} event:/common/riggswaterfall2
{3ea3f6d0-aa71-4599-a359-b480d3cccca3} event:/common/riggsbirdsong1
{43ec6895-9033-48e0-8a9c-17f3b981ffbb} event:/common/riggsbirdsong2
{4636e4e2-01ed-4bee-b9ff-0efe76794354} event:/common/riggsbirdsong3
{08dd864f-5be6-44f0-8686-cf4d2ff1c59a} event:/common/riggsbirdsong4
{60a60edd-dc16-4e0d-a9f4-ff4689ff887e} event:/common/riggsbirdsong5
{98317912-a380-4e75-a22b-c6a7a9cd4a72} event:/common/riggsducks1
{914a3a6e-ec99-490a-b7c5-b11d0ba83185} event:/common/riggslake1
{9e540e7e-0d00-4f61-b953-ee6083f2bfee} event:/common/riggslake2
{08f6ba78-f576-4f9f-a232-47657d5fec19} bus:/
{47dcf37a-6a8d-4ef6-9f82-2e0398fa69f9} bank:/common
{6f849ccf-dfec-43c7-9327-976a1fe7a76a} bank:/riggswater
Then in my track's ini file, which in my case is content\tracks\riggswater\extension\ext_config.ini, I have, among other settings, got the following....
[SOUNDBANK_0]
BANK=sfx/riggswater.bank
GUIDS=sfx/GUIDs.txt
[EVENT_0]
ID=common/riggssheep1
REVERB_RESPONSE = 1
POSITION = 1066.84, 78.5656, 716.797
DIRECTION = 0, 0, 1
VOLUME = 3.5
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_1]
ID=common/riggssheep2
REVERB_RESPONSE = 1
POSITION = 1068.93, 77.40, 729.6
DIRECTION = 0, 0, 1
VOLUME = 3.5
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_2]
ID=common/riggsbirdsong1
REVERB_RESPONSE = 1
POSITION = 1042,67,798
DIRECTION = 0, 0, 1
VOLUME = 1
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_3]
ID=common/riggsbirdsong2
REVERB_RESPONSE = 1
POSITION = 1165,86,805
DIRECTION = 0, 0, 1
VOLUME = 1
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[EVENT_4]
ID=common/riggswaterfall1
REVERB_RESPONSE = 1
POSITION = -271.3,5.2,35
DIRECTION = 0, 0, 1
VOLUME = 8
CAMERA_INTERIOR_MULT = 1
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
etc....
I should add that these settings, especially the volume related settings are probably not optimal. They were for testing purposes. I expect that the recommended range is 0 to 1. Perhaps someone can confirm?
Again I'm a bit rusty on this, so please someone correct me If I'm mistaken but.........
[EVENT_x] unique event number. I expect you could simply use [EVENT_...] for all of them, but haven't tested it.
ID= path and audio file in fmod bank, as referenced in the GUIDs.txt
REVERB_RESPONSE = Is the sound affected by reverb
POSITION = X,Y,Z is the 3D location in space of the sound. This works the same as if you're adding lights using the x,y,z method, where you can get the position using the shaders patch debug app (
https://www.racedepartment.com/downloads/custom-shaders-patch-debug-app-advanced.29060/).
DIRECTION = X,Y,Z direction as a 3d vector I think??? (cone angle and things I think are specified in fmod when you make the bank)
VOLUME = general volume of sound
CAMERA_INTERIOR_MULT = amount to multiply volume level by if using interior car cameras
CAMERA_EXTERIOR_MULT = amount to multiply volume level by if using exterior (chase) car cameras
CAMERA_TRACK_MULT= amount to multiply volume level by if when in free camera mode and trackside cameras
I think that's it! I'm sure I've made some mistakes, but it'll hopefully help a little.
Edit: Also, I'm sure you've read it, but more info here:
https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Audio