List of all usable "Event" sounds (probably incomplete, expanding would be appreciated)

Discussion in 'Content Creation' started by Agent_Y, May 9, 2021.

  1. Agent_Y

    Agent_Y
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    Updated list with new 0.23 sounds I found by accident.
     
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  2. Agent_Y

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    Updated with new 0.24 radiator sounds
     
  3. RenAzuma66

    RenAzuma66
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    Engines:

    V8_cross_02_engine.sfxBlend2D.json
    V8_cross_02_exhaust.sfxBlend2D.json

    ElectricMotor_05.sfxBlend2d.json

    I6D_3_engine.sfxBlend2D.json
    I6D_3_exhaust.sfxBlend2D.json

    I4_2_engine_cabin.sfxBlend2D.json

    I3_3_engine.sfxBlend2D.json -- Been around since 0.25, unused in anything
    I3_3_exhaust.sfxBlend2D.json -- Ditto

    Starter:

    d7_eng

    All I was able to find for now. I thought I'd make a reply because these are quite significant new sounds
     
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  4. Agent_Y

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    There are also lots of new sounds for doors, hoods and trunks. I haven't managed to make a full list yet and idk where to look for all of them
     
  5. _N_S_

    _N_S_
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    It might be helpful.

    Code for the search "event:>*":
    Code:
    local arr = {}
    for _, path in pairs(FS:findFiles("/","*",-1)) do
        if path:sub(-3) ~= "zip" then
            local STR = readFile(path) or ""
            for str in STR:gmatch("event:>[%w%s>_]+") do
                while (str:sub(-1) == " ") do str = str:sub(0,-2) end
                if not tableContains(arr, str) then
                    table.insert(arr, str)
                end
            end
        end
    end
    
    jsonWriteFile("allEvent.json", arr, true)
    
    Code for the search "*.sfxBlend2D.json":
    Code:
    local arr = {}
    for _, path in pairs(FS:findFiles("/", "*.sfxBlend2D.json",-1)) do
        local splittedPath = split(path, "/")
        local name = (splittedPath[#splittedPath]):sub(0,-17)
        if not tableContains(arr, name) then
            table.insert(arr, name)
        end
    end
    
    jsonWriteFile("all_sfxBlend2D.json", arr, true)
    
    Code for search ".ogg":
    Code:
    jsonWriteFile("allOGG.json", FS:findFiles("/","*.ogg",-1), true)
    
    Code for search ".wav":
    Code:
    jsonWriteFile("allWAV.json", FS:findFiles("/","*.wav",-1), true)
    
     

    Attached Files:

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  6. RenAzuma66

    RenAzuma66
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    I've also been shown a list of a lot of the new door events, presumably accessed through the new vehicle editor. I don't know how to get to them but this is what I saw

    I also tore into the vehicle.assets.bank and that's how I found the D7 starter samples. Some of the gear lever sounds also come from a Fanatec shifter.
     
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  7. Agent_Y

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    Thanks, if this is in game I'll find it tomorrow and update the main post with the full list
     
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  8. Agent_Y

    Agent_Y
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    Updated the list, it now has most if not all of the new sounds, thanks for everyone who helped! It now has spoilers for each section because the whole thing is MASSIVE and scrolling through it would take way too much time.
     
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  9. Exchy

    Exchy
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    Is there a way to set my own sound on default events?
     
  10. Agent_Y

    Agent_Y
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    I don't think so, mods don't have access to events internally, you can only call them
     
  11. RenAzuma66

    RenAzuma66
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    Not "events" really but you can put a directory going to the sound to have one single sound file play when it is called. Not convinient but at least possible
    Like this:
    "whineLoopEvent":"event:>Vehicle>Forced_Induction>Turbo_01>turbo_spin",
    to
    "whineLoopEvent":"vehicles/man/customsounds/nex/turbo_ext"
     
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  12. Exchy

    Exchy
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    yeah, nice one, that's what i meant. I have one question, does sound playes until sound ends or rather until event ends?
     
  13. RenAzuma66

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    I believe it changes per action. On a horn for example, the custom sound weirdly fades out once you stop honking (which makes it quite unusable), for turbo whines it just pitches up and down, for blowoff it plays it once. However I found for "ending" samples of things (signal turn off, engine shutoff) don't really work because they keep looping forever
     
  14. Agent_Y

    Agent_Y
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    Updated list with a bunch of unused sounds I found in World Editor by placing a sound emiter and opening the list to select sound for it
     
  15. Exchy

    Exchy
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    where wind and tyre rolling events are written?
     
  16. Agent_Y

    Agent_Y
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    "event:>Vehicle>Aero>windbuffet"
    "event:>Surfaces>roll_rigid_v2"
    "event:>Surfaces>roll_loose_v2"
    I think it's those
     
  17. Exchy

    Exchy
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    i mean in what file these events coded, not in the car jbeam i guess
     
  18. RenAzuma66

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    Locked because of licensing stuff afaik so you can't access them. Hence this thread which makes it easier to see all the ones that we know of so far
     
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  19. Agent_Y

    Agent_Y
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    This thread is not needed anymore since the exact same thing is now in the World Editor in game + it also lets you play any sound lol
     
  20. Artistterrymartin

    Artistterrymartin
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    Can sounds be replaced with custom sounds ? Thinking packed in the mod's root and Art/Sounds/my_fart.ogg
    and call in event...
    ["A", ["a"],[]{"deformSound":"event:>Special>my_fart", "deformVolume":12.6}],

    update...
    Says some crap about unable to create sfx source not found
     
    #40 Artistterrymartin, Feb 13, 2024
    Last edited: Feb 13, 2024
    • Agree Agree x 1
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