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How sounds work in 0.10

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by SushiPro, Aug 19, 2017.

  1. SushiPro

    SushiPro
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    Joined:
    Dec 21, 2015
    Messages:
    258
    I've been scratching my head for the past few days trying to create my own sounds for my electric motors. What I've tried:
    1. Name sound files according to RPM at which they are supposed to be heard
    2. Put in folder named whatever the sample is to be called
    3. Put that folder in /audio/art/sound/engine
    4. Create sound profile using whatever the folder was named
    That doesn't work for me. Has anybody successfully created custom sound samples that can be used in sound profiles? It would be nice if the wiki was updated to reflect new features in updates.
     
    • Agree Agree x 1
  2. CaptanW

    CaptanW
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    Joined:
    Aug 18, 2014
    Messages:
    1,095
    the devs cars sounds are in the engine.jbeam and the code is like this. (code coped from the t-series). This is all i know about the sounds, i hope it helps but probably not lol.

    Code:
            "soundConfig": "soundConfig",
        },
        "soundConfig": {
            "sampleName": "L6",
            "mainGain": 15,
            "maxLoadMix": 1,
            "minLoadMix": 0.0,
            "onLoadGain":1,
            "offLoadGain":0.9,
            "eqLowGain": -8,
            "eqLowFreq": 150,
            //"eqLowWidth": 0.1,
            //"eqHighGain": -5,
            //"eqHighFreq": 4000,
            //"eqHighWidth": 0.1,
            "eqFundamentalGain": -15,
     
  3. SushiPro

    SushiPro
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    Joined:
    Dec 21, 2015
    Messages:
    258
    I was probably vague when I said "create sound profile" but that's what I did. It didn't do anything, but it didn't create any errors either.
     
  4. 440cid

    440cid
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    Joined:
    Jul 12, 2015
    Messages:
    263
    You need to create an audio blend file.
     
  5. Gregory TheGamer

    Gregory TheGamer
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    Joined:
    Oct 22, 2014
    Messages:
    1,174
    There now is a wiki page about this, but even I don't know how this works...
     
  6. 440cid

    440cid
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    Joined:
    Jul 12, 2015
    Messages:
    263
    Go to your BeamNG installation folder, search for gameengine.zip. Go to art/sound/blends/

    Take a look at the blend file and see how it works. That blend file defines what file to play at what RPM.

    Then go back to your BeamNG installation folder, go to content and open audio.zip. Go to art/sound/engine. Create a new folder (lets call it "v8_awesome" for example) and put your audio files there.

    So you name your blend file v8_awesome.sfxBlend2D.json. That way you created a new soundgroup v8_awesome.

    Now you go to engine jbeam file and see this line

    "soundConfig": {
    "sampleName": "v8_2",

    Change v8_2 to v8_awesome. There you go.
     
  7. Gregory TheGamer

    Gregory TheGamer
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    Oct 22, 2014
    Messages:
    1,174
    I got all of that before I posted my message. So that's the place you should place the .json file.
     
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