Note to "Openable Mod" Users:
The controls for this mod become unbound when using the "Openable Mod" on that mod's supported vehicles. Simply rebind the controls for each of the vehicles that that mod supports to make this mod usable again.
Version 1.2 Update:
1. Fixed a bug that prevented the fourth track from being a random track when first starting a shuffle sequence.
2. Added the ability for the stereo system to turn back on by itself after the engine stalls and then becomes un stalled without resetting the vehicle.
3. The stereo system will now indicate if shuffle mode is on every time it turns on.
Version 1.15 Update:
1. Removed DualShock 4 bindings (originally used for development and testing purposes) that were accidentally left in the 1.1 version update.
2. Discovery of audio files has been optimized (unnoticeable in game play).
3. The GUI messages have been altered to be more consistent with the expected music folder naming convention.
Version 1.1 Update:
1. The volume of the tracks have been significantly boosted to be much louder.
This is a mod that allows the user to play custom audio files (songs, podcasts, etc) aka tracks in game in any of the dev vehicles.
1. Go to C:\Users\[your_user_name]\AppData\Local\BeamNG.drive\[version_folder] and create a folder called music (DO NOT put any apostrophes, quotes, white spaces or any kind of special characters in the folder's name, just the letters m u s i c). If the user folder is else where just make the folder in the version_folder of that directory. As of this release the version_folder is 0.22.
2. Put desired .mp3 and/or .wav files in the newly created music folder.
3. Download this mod from the website and place it in the mods folder of C:\Users\[your_user_name]\AppData\Local\BeamNG.drive\[version_folder]. Then go into 'Repository' from the main menu and click on the mod 'Stereo System' and then click the 'Unpack' button. Alternatively, this mod can be subscribed to within game but either way it must be unpacked.
1. Hold down the 'Apostrophe' key to toggle on and off the stereo system. If the stereo system is on, tap the 'Apostrophe' key to play the next track.
2. Tap the ';' key to restart the current track if it has been playing for more than 3 seconds or to play the previous track if it hasn't. The ';' key can also be held down to toggle on and off shuffle mode.
4. Tap the '[' key to toggle on and off shuffle mode. The toggling of shuffle mode can be done with the stereo system on or off.
5. Tap the ']' key to scan for tracks that have been recently added to the music folder. Note that it is not necessary to use this key every time a vehicle is loaded because the vehicle will scan for track files every time it is initially spawned or ‘Ctrl+R’ is hit to hard reset it. This key is only necessary if track files have been added while a vehicle is already loaded.
6. The volume of the tracks can be adjusted by going into 'Options > Audio' and adjusting the 'Music Vol.' slider.
1. The next track after the current one that is playing will not automatically play. By design the current track will restart after it ends. The reason that this is that way is because there is no way as far as can be determined to tell if an sfx source is playing or not in the Lua script provided by the devs. It is known that Torque3D supports this in its scripting language but it is not known how to use Torque scripts to create sfx sources via vehicle Lua. A possible solution is to calculate the duration of each track file but given variable bit rate .mp3 files scanning through them might severely lag the game when loading tracks. Ideally, the devs should just allow modders to see the playing status of an sfx source from Lua as well as getting its duration. Whenever something can be figured out this will change to be like a normal audio player and the looping of the currently playing track will become a toggle option.
2. When using the driver camera the tracks are muffled and reduced in volume as if they're originating from outside of the vehicle. Even when placing a track's sfx source inside of the vehicle (the seat headrest node was tested) it still has this effect. Analysis of the "Better Sounds Mod" was attempted but the efforts were fruitless because the mod is defunct as of starting development of this mod. Searching through vehicle/lua files in the main directory of the game, it appears as though muffled sounds in the interior is not done in Lua but possibly in the game engine itself, which if so means nothing can be done until the devs allow modders to make interior sounds.
3. When large amounts of traffic are loaded, switching from BeamNG.drive to another program and then switching back to BeamNG.drive or muting the music volume and then unmuting it will result in the currently playing track jumping to an earlier point in its playthrough as it resumes playing. This issue seems to be something that can only be fixed by the devs.
1. If switching to another spawned vehicle with the intent of using it, DO NOT leave the stereo system on in the previous vehicle for it will still be playing and control of it will be lost until switching back to said vehicle. It is best advised to turn off the stereo system in the current vehicle before switching with the intention of using another spawned vehicle.
2. There is a 'Toggle Stereo System' action that is unbound to conserve keyboard keys. Feel free to bind it to whatever key is desired. When bound it will allow for the toggling on and off of the stereo system when the key is pressed. Note that this binding will not be applied to all vehicles, just the one that was being used at the time of binding.
3. The stereo system is designed to become unusable if the engine stalls or short if it is detected that the vehicle has been submerged in water for more than 4 seconds. The stereo system will not become unusable or short in an electric vehicle however.
4. With each major update the music folder will have to be migrated to the new version folder under the AppData/Local/BeamNG.drive directory given how the runtime file system works.
5. Before updating this mod whenever it has an update, make sure to pack the previous version, then update and then unpack the new version. Otherwise there will be an unpacking collision and the latest update will not be functional in game play.
Stereo System 1.2
Play user added audio files (music, podcasts, etc) in any of the dev vehicles