Unsolved FMod Editor + help with custom sounds

Discussion in 'Mod Support' started by MrRadYT, Jan 7, 2025.

  1. MrRadYT

    MrRadYT
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    Jan 18, 2023
    Messages:
    236
    Just out of curiosity, is there a way to use the FMod editor to create custom .bank files to create custom engine sounds and events? Without using an sfxBlend2d.json for the engine, and without using an SFXProfile.materials.json for custom events.

    This will allow us to make more accurate sound recreations, and for me, and my ZF Ecomat recreation, allow different input whine samples for the gearbox depending on the input rpm to generate different timbres, like real life. Is this possible without FMod, or can it not be done even with FMod?

    Thanks for reading!
     
  2. Brokenbraincells

    Brokenbraincells
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    Dec 27, 2023
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    Also wanting to figure this out it. It seems right now we cant use .bank files which is a shame because I've started using fmod and then realized i can't use it in game.
     
    #2 Brokenbraincells, Jan 29, 2025
    Last edited: Jan 29, 2025
  3. MrRadYT

    MrRadYT
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    Joined:
    Jan 18, 2023
    Messages:
    236
    I don't think BeamNG's FMod system allows .bank files to be used, as in the sounds zip file, all sounds are .flac, and used with .sfxBlend2D

    It would be very nice though if it was in game. I haven't used FMod editor myself, but I remember watching a tutorial for custom engine sounds, and they used the FMod editor, but they ended up exporting sounds as a .wav file I believe and using the sfxBlend. I'm sure it could be used to create custom events though, that use different samples, which can be swapped and faded depending on the RPM and arguments you set
     
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