Hello! I've been designing many, many engines for my pack lately, and have 3 custom sounds running off the new system. I recently ported another engine, but it only has idle, mid, and high sounds. Because it has very few samples, I couldn't use the new system, but I could use sbeam. The problem with that is it doesn't work at all, just using the old default V8 sound. sBeam (yes, I did duplicate the semi, thought that was the problem): Code: { "modifiers":[ ["name","source","factor","offset","min","max"], ["engine_throttle","engineThrottle",1,0,0.3,1], ["turbo_throttle", "throttle", 0.5, 0, 0.3, 0.6], ], "sounds":[ ["group","filename","profile","nodeName","source","factor","offset","minVolume","minPitch","maxVolume","maxPitch","pitchBlendInStartValue","pitchBlendInEndValue","volumeBlendInStartValue","volumeBlendInEndValue","volumeBlendOutStartValue","volumeBlendOutEndValue","volumeModifiers","pitchModifiers"], //Spintires Diesel ["diesel_bep","vehicles\semi2\bep_sounds\idle.ogg","AudioDefaultLoop3D","ENGINE","rpm",1,0,0,0,1.3,2,0,4000,0,100,2000,2500,[],[]], ["diesel_bep","vehicles\semi2\bep_sounds\mid.ogg","AudioDefaultLoop3D","ENGINE","rpm",1,0,0,0,1.5,2,0,6000,0,1000,4000,5600,["engine_throttle"],[]], ["diesel_bep","vehicles\semi2\bep_sounds\high.ogg","AudioDefaultLoop3D","ENGINE","rpm",1,0,0,0,1.5,2,0,10000,2000,3600,40000,50000,["engine_throttle"],[]], ["diesel_bep","vehicles\semi2\bep_sounds\turbo.ogg","AudioDefaultLoop3D","ENGINE","turboRpmRatio",1,0,0,0,0.8,1.5,0,1000,0,200,999998,99["turbo_throttle"],[]], ] } jBeam: Code: // "soundConfig": "soundConfig", }, /* "soundConfig": { "sampleName": "L6", "mainGain": 15, "maxLoadMix": 1, "minLoadMix": 0.0, "onLoadGain":1, "offLoadGain":0.9, "eqLowGain": -10, "eqLowFreq": 200, //"eqLowWidth": 0.1, //"eqHighGain": -5, //"eqHighFreq": 4000, //"eqHighWidth": 0.1, "lowCutFreq":100, "eqFundamentalGain": -15, }, */ "vehicleController": { "clutchLaunchStartRPM":800, "clutchLaunchTargetRPM":1200, //**highShiftDown can be overwritten by automatic transmissions** "highShiftDownRPM":1000 //**highShiftUp can be overwritten by intake modifications** "highShiftUpRPM":2600 }, "engine":{ "soundGroup":"diesel_bep", }, "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["semi_engine", ["semi_engine"]], ["semi_radtube_R", ["semi_engine","semi_radiator","semi_radtube_R"]], ["semi_radtube_L", ["semi_engine","semi_radiator","semi_radtube_L"]], ["semi_airfilter_ypipe", ["semi_airfilter_ypipe","semi_daycab_cowl","semi_engine_intake"]], ], Thanks!
Any help? Also, is it possible to make the sBeam work for a single engine, and have FMOD do the rest?
Engines with the new system and the old system just cannot run together with their own sounds. Try porting it to FMOD again. The problem is not too few samples; convert all of the samples to .wav.
Tried that, doesn't work (but my other 3 do, and they all have full samples). No engine sound at all. jBeam: Code: "soundConfig": "soundConfig", }, "soundConfig": { "sampleName": "EV_bep", "mainGain": 0, "maxLoadMix": 0.75, "minLoadMix": 0, "onLoadGain":1, "offLoadGain":0.8, "eqLowGain": 0, "eqLowFreq": 125, "eqLowWidth": 0.25, "eqHighGain": 0, "eqHighFreq": 4000, "eqHighWidth": 0.1 "lowCutFreq":90, "eqFundamentalGain": 0, } Blend: Code: { "header" : { "version" : 1 }, "eventName" : "event:>Engine>default", "samples" : [ [ ["art/sound/engine/EV_bep/low.wav", 859], ["art/sound/engine/EV_bep/mid.wav", 3806], ["art/sound/engine/EV_bep/high.wav", 6540] ], [ ["art/sound/engine/EV_bep/low_P.wav", 859], ["art/sound/engine/EV_bep/mid_P.wav", 3806], ["art/sound/engine/EV_bep/high_P.wav", 6540] ], ] } Path: