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FMOD Questions

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by MTKush, Dec 26, 2019.

  1. MTKush

    MTKush
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    Joined:
    Aug 17, 2017
    Messages:
    128
    I see the layout you guys use for .banks ect... And you use synths ect.. for certain engine sounds. I have everything set to load banks pretty much I need to know which fmod version.. (hopefully 2.0+) <-- Would make no sense not to. And what are the Variables IE RPM. Also what is the format of the banks so they can load properly.

    Edit: I see 2.00.05 is what beamng is running.
    Thanks
    - Mitch
    --- Post updated ---
    @crashmaster @Nadeox1 @gabester
     
    #1 MTKush, Dec 26, 2019
    Last edited: Dec 27, 2019
  2. MTKush

    MTKush
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    Joined:
    Aug 17, 2017
    Messages:
    128

    The most important besides what rpm paramater term you guys are using is the layout. I assume it is a folder in events called Engine then an event with the name.

    this is how you guys have them layed out

    {
    "header": {
    "version": 1
    },
    "eventName": "event:>Engine>default",
    "samples": []
    }


    When i take away vehicle.assets.bank and vehicle.bank from FMOD -> Desktop i lose original game engine sounds so the game is using .banks for its default engine sounds. Instead of how modders are having to go about. I just need to know the parameters and layout.
     
  3. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,966
    We don't currently support loading of other fmod banks than our own, however support for that is planned for some future version.
     
    • Informative Informative x 1
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