Custom sounds for beamng 0.4.2.0

Discussion in 'Content Creation' started by ned228, Sep 21, 2015.

  1. ned228

    ned228
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    Hi How do you use custom sounds for a vehicle in beamng. I would like to make a vehicle with custom sounds. So could some one tell me how to do this.'
    Thanks
     
  2. Dummiesman

    Dummiesman
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    Take a look at the C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\content\vehicles\hatch.zip\vehicles\hatch\sounds\ folder to get an idea of how things work :). You can copy this sounds folder to your vehicle and modify it.
     
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  3. ned228

    ned228
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    What do the different parameters mean in the .sbeam file.
    thanks
     
  4. Dummiesman

    Dummiesman
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    BASE PARAMETERS
    group : groups are for different engines, or input groups (none as of yet), default means it'll always be on. (you can set it per engine with the engine parameter "soundGroup":"GROUPNAME")
    filename : the filename of the sound.
    profile : the sound "mode" of sorts. For looping sounds, always use AudioDefaultLoop3D.
    nodeName :the name of the node this sound will latch on to. It can be ENGINE, CAMERA, or a node on the vehicle.
    source
    : The input source. The same sources as the ones used for hydros. (rpm, steering_input, etc).
    factor : the factor of the source. if you have this at 1.1, then the source gets multiplied by this.
    offset : the offset of the source, if you have this at -1, the source will be (-1 + source).
    minVolume : the volume of this sound MUST not go below this. It will always be this as a minimum.
    minPitch : the pitch of this sound MUST not go below this. It will always be this as a minumum.
    maxVolume : the volume of this sound MUST not go above this. It will never exceed this volume.
    maxPitch : the pitch of this sound MUST not go above this. It will never exceed this pitch.
    pitchBlendInStartValue : this determines when the pitch will start blending from minPitch to maxPitch.
    pitchBlendInEndValue : this value sets when the sound will be at maxPitch, and will stop increasing pitch when it reaches this value.
    volumeBlendInStartValue : this determines when the sound will start blending between minVolume and maxVolume.
    volumeBlendInEndValue : this determines when the volume will reach maxVolume, and it will stop increasing volume once it reaches this value.
    volumeBlendOutStartValue : this determines when the volume will start blending from maxVolume to minVolume.
    volumeBlendOutEndValue : this value determines when the volume will reach minVolume again.
    volumeModifiers : This is an array of volume "modifiers" used for the sound.
    pitchModifiers : This is an array of pitch "modifiers" used for the sound.

    MODIFIERS

    Modifiers are values applied to the pitch, or volumes of sounds after they get processed initially (with their offset/factor). Modifiers have this formula:
    Code:
    for each modifier pass:
    (value; either pitch, or volume) = (value) * (modifierOffset + (modifierSourceValue * modifierSourceFactor))
    
    The modifier parameters are
    name : the name of this modifier.
    source : same as the source for sounds, described above.
    factor : same as the factor for sounds, described above.
    offset : same as the offset for sounds, described above.
    min : the modifier MUST not go below this value.
    max : the modifier MUST not go above this value.
     
    #4 Dummiesman, Sep 21, 2015
    Last edited by a moderator: Sep 21, 2015
  5. Dummiesman

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    You choose with volumeModifiers or pitchModifiers, as shown above. The "throttle" is a modifier, that modifies the volume based upon throttle_input.
     
  6. RyMcC22

    RyMcC22
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    Been messing with the new sound system and I've figured out how to set custom sounds to a specified engine, but remaining engines in the vehicle no longer use the default sound or the custom sound.
    I've only tried this with one vehicle, so I'm not sure if it's an error on my part or not. Know what might be causing this?
     
  7. Dummiesman

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    When custom sounds exist, the default ones are no longer loaded.
     
  8. ned228

    ned228
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    How do you use different sounds for different engines.
     
  9. Dummiesman

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    Do you mean a different sound for each engine? If so, just put a soundGroup parameter in you egnine section, then make that corresponding group in the sbeam file.
    Code:
    "engine":{
        "soundGroup":"myGroup",
    }
    
     
  10. ned228

    ned228
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  11. Dummiesman

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    You could set it up like this:
    source : gear
    factor : 1
    fade in start : 0
    fade in end : -1
    min pitch : 0
    max pitch : 1
    min volume : 0
    max volume : 1
     
    #9 Dummiesman, Sep 21, 2015
    Last edited by a moderator: Sep 21, 2015
  12. ned228

    ned228
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    How would you make the sound pulse on and off in the sbeam file.
     
  13. Dummiesman

    Dummiesman
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    Just use a sound file that does it for you :)
     
  14. ned228

    ned228
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    How would you make a sound for releasing the brakes.
     
  15. Dummiesman

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    That'd have to be done with a stop sound. Unfortunately we have not yet a `start`and `stop`sound. That's in future plans.
     
  16. ned228

    ned228
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    I am trying to make engine sounds for engines in two different jbeams. However when i do this the sound only works in the in the first jbeam even when I change to the second. Could you tell me what I am doing wrong.
    thanks

    - - - Updated - - -

    How do you make a sound play for only the reverse gear?
     
  17. Dummiesman

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    This should make it only play for reverse

    - - - Updated - - -

    I don't quite understand what you're asking here.
     
  18. ned228

    ned228
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    What I mean is I have a v8 engine jbeam and a i4 engine .jbeam for the 200bx.
    One of them is the normal jbeam for the ibishu 200bx. I am trying to get custom sounds for all of the custom engine jbeam a as well as the default engine jbeam. I have put sound groups for all engines In all jbeams including the default. I also set Up the sound groups in the custom coupe_sounds.sbeam file. However only the default engine jbeam engines have sound. How would I fix this.
     
    #16 ned228, Sep 22, 2015
    Last edited: Sep 22, 2015
  19. jtreign9097

    jtreign9097
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    I am having an Issue with the a custom sound... it wont play

    Here is what i have done exactly...

    Made a sounds folder in the vehicle etc. Van/sounds
    added "van_sounds.sbeam" inside sounds folder
    Installed the ogg sounds into the Common\sounds zip.. same way the covet works.

    the problem that happens in the log

    Here is what the inside of the sbeam looks like..

    -------------------------------------------------------------------------

    {
    "modifiers":[
    ["name", "source", "factor", "offset", "min", "max"],
    ["engine_throttle", "throttle", 1, 0, 0.65, 1],
    ],
    "sounds":[
    ["group", "filename", "profile", "nodeName", "source", "factor", "offset", "minVolume", "minPitch", "maxVolume", "maxPitch", "pitchBlendInStartValue", "pitchBlendInEndValue", "volumeBlendInStartValue", "volumeBlendInEndValue", "volumeBlendOutStartValue", "volumeBlendOutEndValue", "volumeModifiers", "pitchModifiers"],
    ["default", "vehicles/common/sounds/V8_600rpm.ogg", "AudioDefaultLoop3D", "ENGINE", "rpm", 1, 0, 0, 0, 0.8, 10.56, 0000, "MAXRPM", 0000, 0200, 500, 4000, ["engine_throttle"], [] ],
    ["default", "vehicles/common/sounds/V8_1100rpm.ogg", "AudioDefaultLoop3D", "ENGINE", "rpm", 1, 0, 0, 0, 0.9, 3.70, 0000, "MAXRPM", 500 , 1000, 3000, 4500, ["engine_throttle"], [] ],
    ["default", "vehicles/common/sounds/V8_1700rpm.ogg", "AudioDefaultLoop3D", "ENGINE", "rpm", 1, 0, 0, 0, 1.0, 1.97, 0000, "MAXRPM", 2500, 4000, 7000, 8500, ["engine_throttle"], [] ],
    ["default", "vehicles/common/sounds/V8_1700rpm.ogg", "AudioDefaultLoop3D", "ENGINE", "rpm", 1, 0, 0, 0, 1.2, 1.31, 0000, "MAXRPM", 5000, 7000, 8500, 19000, ["engine_throttle"], [] ],
    ],
    }



    And here is the Log------------------------------------------------------------------------------------------------------

    168.54553|D|libbeamng.lua.V.sounds.loadSoundFiles|loading sound files from:vehicles/van/sounds/
    168.54713|D|libbeamng.lua.V.sounds.loadSoundFiles|loaded 5 sounds from directory vehicles/van/sounds/
    168.55128|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_600rpm.ogg (2 channels, 48 kHz, 1.88 sec, 351 kb)
    168.55450|E|SFXProfile::eek:nAdd|SFXProfile(LuaSoundProfile1_1443016631)::eek:nAdd: The preload failed!
    168.55457|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_600rpm.ogg (2 channels, 48 kHz, 1.88 sec, 351 kb)
    168.55738|E|SFXSound::_create|SFXSound::_create() - Could not create device buffer!
    168.55742|E|SFXSystem::createSource|SFXSystem::createSource() - Failed to create sound!
    Profile: LuaSoundProfile1_1443016631
    Filename: vehicles/common/sounds/V8_600rpm.ogg
    168.55744|E|TorqueSFXSource::TorqueSFXSource|unable to create sound fx source
    168.56119|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_1100rpm.ogg (2 channels, 48 kHz, 1.98 sec, 372 kb)
    168.56401|E|SFXProfile::eek:nAdd|SFXProfile(LuaSoundProfile2_1443016631)::eek:nAdd: The preload failed!
    168.56407|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_1100rpm.ogg (2 channels, 48 kHz, 1.98 sec, 372 kb)
    168.56696|E|SFXSound::_create|SFXSound::_create() - Could not create device buffer!
    168.56700|E|SFXSystem::createSource|SFXSystem::createSource() - Failed to create sound!
    Profile: LuaSoundProfile2_1443016631
    Filename: vehicles/common/sounds/V8_1100rpm.ogg
    168.56703|E|TorqueSFXSource::TorqueSFXSource|unable to create sound fx source
    168.57035|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_1700rpm.ogg (2 channels, 48 kHz, 1.17 sec, 219 kb)
    168.57264|E|SFXProfile::eek:nAdd|SFXProfile(LuaSoundProfile3_1443016631)::eek:nAdd: The preload failed!
    168.57270|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_1700rpm.ogg (2 channels, 48 kHz, 1.17 sec, 219 kb)
    168.57497|E|SFXSound::_create|SFXSound::_create() - Could not create device buffer!
    168.57500|E|SFXSystem::createSource|SFXSystem::createSource() - Failed to create sound!
    Profile: LuaSoundProfile3_1443016631
    Filename: vehicles/common/sounds/V8_1700rpm.ogg
    168.57503|E|TorqueSFXSource::TorqueSFXSource|unable to create sound fx source
    168.57567|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_1700rpm.ogg (2 channels, 48 kHz, 1.17 sec, 219 kb)
    168.57794|E|SFXProfile::eek:nAdd|SFXProfile(LuaSoundProfile4_1443016631)::eek:nAdd: The preload failed!
    168.57800|D|SFXProfile::_createBuffer|Loading SFX: vehicles/common/sounds/V8_1700rpm.ogg (2 channels, 48 kHz, 1.17 sec, 219 kb)
    168.58030|E|SFXSound::_create|SFXSound::_create() - Could not create device buffer!
    168.58034|E|SFXSystem::createSource|SFXSystem::createSource() - Failed to create sound!
    Profile: LuaSoundProfile4_1443016631
    Filename: vehicles/common/sounds/V8_1700rpm.ogg
    168.58037|E|TorqueSFXSource::TorqueSFXSource|unable to create sound fx source
     
  20. ned228

    ned228
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    Try making a folder in documents/BeamNG.drive/mods/vehicles/van/sounds. Put the sbeam file in this folder. If that folder dose not exist create it. Also try putting the sounds in the same folder as the sbeam instead of vehicles/common/sounds/. Then chnage the path in the sbeam to match the new path.
    hope this helps.
     
  21. Dummiesman

    Dummiesman
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    Make sure your OGG files are mono.
     
  22. ned228

    ned228
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    So this is what my problem is.
     
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