Good evening I am currently trying to change the Turbo BOV sound for the Sunburst, just to experiment around. I´ve already added a new Turbocharger that uses a different path for the turbo sound, tho nothing changed? This is as far as I got, the car itself works and I can select the new Turbo in the game as a seperate part, but I now have no BOV at all A good friend suggested to use FMOD Studio and gave me a link to some very slim documentation "here". I tried making something and building a rather simple "Master" bank with the bov soundfile in it. But again, nothing. So what I am asking is, if there even is any way to change sounds in the game and if there is, how you do that, since the documentation is very spartanic and honestly, not very helpful. Cheers.
I suggest taking a peek into the Satsuma 100 files. If you can figure how those work you should be able to put your sounds into the game
What a shame to see the mod is offline :/ Anyway, I've been browsing it shortly and I don't think there is custom turbo sound in that mod. It's just that the way the custom engine sound is made that I find very elegant, not to say brilliant. About the turbo sound, idk, aren't there a few custom turbo sounds in the repo ? I think this is clearly a matter of finding the right path name for your sample. Let's say you should stay on the right path Code: "bovSoundFileName":"event:>Vehicle>Forced_Induction>Turbo_01>turbo_bov" "hissLoopEvent":"event:>Vehicle>Forced_Induction>Turbo_01>turbo_hiss" "whineLoopEvent":"event:>Vehicle>Forced_Induction>Turbo_01>turbo_spin" You need to find your way to this path : Vehicle>Forced_Induction> Whatever comes next you need to replace by your turbo sound name and perhaps name your sample just like the original. Something like Vehicle>Forced_Induction>MyTurboSound>turbo_bov. Probably anything after Vehicle>Forced_Induction> will do but you need to know where exactly to place your folders. If it's nowhere to find then by trial and error I guess. I might be wrong but this is the direction I would start looking into.
The problem I see is that the game doesn't allow modified sounds yet? I tried fiddling around with the event path so much yesterday I think I went through all possibilities. I'm just going to wait for more info on that topic or more detailed documentation
This problem has been bothering me too long for now so currently I'm doing just what I quoted ^ I'll get back to it later..
Alright so here's a working workaround : This whole FMOD and other sound issues thing sometimes makes me go like *KRRAAARRGHH* So I put FMOD aside for a moment and focused on another approach. Learning from an outdated repo mod I figure that this method is not straightforward imo ( we should be able to easily fmod ) but it works. What you do in this case is actually replacing the default bov sound. Default sounds are meant to be activated if others don't work if I'm correct so there hardly a chance it disturbs one of the other sounds. Drawback is you can only use one at the time, unless you're going to code it in more deeply. I am using an example of a crash sound from 0.15 that serves as blow off sound in 0.18's Sunburst. I added the zip so you can check out the files yourself. If you want to change the blow off sound just unpack the zip, replace turbo_bov.ogg with your own sound but, as you might quess, rename yours to turbo_bov.ogg. Naturally this has to be a ogg file. edit : oh I only changed the stage1 turbo sound so you must select the S turbocharger instead of RS
You're welcome In the meantime I discovered some interesting stuff about changing the bov sounds. And indeed, as I guessed before, with a little bit of core file changes we are able to add as many sounds as we want. On top of that I discovered another 'interesting' fact : If you unpack the zip and check out the car's engine jbeam file you will see that the turboBovSoundFile ( or bovSoundFileName or something ) is set to "turboBovSound". This baffled me for a while since I couldn't find anywhere in the core files where this option was made applicable. As usual, being of the persisting kind, I kept on searching till I found what I was looking for. That naming has its origin in a .cs file that defines audio profiles for the game. It's to be found in the game engine zip. I'm on another system now so from memory I'm possibly not describing it right but you need to go to the art folder and then find datablocks and then find audio profiles or something. That's the .cs file in question and you will find several audio SFX profiles stored in there. Now, the thing is that you can use all those profile names directly thru the car's engine jbeam file. Among them you will find TurboBovSound so that's how I found out. For instance, if you replace it by GlassShatter01 or PianoSmash02 or any profile in the file it will just work as well. Anyway I still discovered more but only worth to explain to who really wants to figure it out . So feel free to ask if you want to. Cheers
Hey, Using your own FMOD events is not possible atm. You can however simply reference regular files from the jbeam, there is no need to go the additional step via datablock files anymore.
How did you did this, like NOCARGO did or did you found a other way? --- Post updated --- Doesn't work for me, don't know why.. EDIT: Never mind, it was too quiet, edited the volume now it works
Here´s the "mod" that I made so far using the datablocks method if you will.. I am going to check a bit more with how FMOD works later on tho
That's indeed one of the other things I found as well, Diamond, but if you devs want us to use this option then you musn't forget to change the audio description from the turbo bov sound in the turbocharger lua file from 'AudioDefaultLoop3D' to AudioDefault3D'. Otherwise our custom sounds will loop every time blow off is activated. I thought this was something overlooked in the first place. --- Post updated --- Nice work !