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fmod_studio_warthunder_for_modders's Introduction

BY USING THIS CONTENT YOU AGREE TO THE FOLLOWING CONTRIBUTION AGREEMENT

https://live.warthunder.com/contribution_agreement/?lang=en

This repository contains the Fmod Studio project for War Thunder. This project allows you to create sound modifications. The project doesn’t include crew chat, other monologues, and music. To save space, assets are compressed into vorbis format in the .ogg container (extensions renamed to .wav to preserve the integrity of the original sound event). To keep the project work in the game you shouldn't change sound events names, and the structure of their location in the project. Also, do not change the structure of the mixer buses.

Actual Fmod Studio version - 2.02.14

Important notice: In this repository we added compressed assets (with losses, ogg, vorbis) in order to decrease the size of repository (originally over 20 Gb). This project is intended to use with not compressed assets (wav, 44100 Hz, 16bit for example), because it has global compression settings (vorbis, 37% quality). If compressed again, already compressed assets will loose sound quality a lot, and may sound with audible metallic overtone.

ИСПОЛЬЗУЯ ДАННЫЕ МАТЕРИАЛЫ, ВЫ СОГЛАШАЕТЕСЬ СО СЛЕДУЮЩИМ СОГЛАШЕНИЕМ О ПРЕДОСТАВЛЕНИИ КОНТЕНТА

https://live.warthunder.com/contribution_agreement/?lang=ru

Данный репозиторий содержит проект Fmod Studio для игры War Thunder. На его основе можно создавать звуковые модификации. В проект не включены реплики экипажей, прочие монологи, музыка. Ассеты, в целях экономии места, сжаты в формат vorbis в контейнере ogg (расширения переименованы в wav для сохранения целостности исходного звукового ивента). Для работоспособности проекта в игре не надо менять имена звуковых ивентов, и структуру их расположения в проекте. Так же не надо менять структуру шин микшера.

Актуальная версия Fmod Studio - 2.02.14

Важно: В репозиторий добавлены ассеты, сжатые с потерями (ogg, vorbis). Это сделано для того, чтобы уменьшить объем ассетов, в не сжатом виде он превышает 20 Гб. То есть проект предназначен для работы с не сжатыми ассетами (wav, например 44100 Гц, 16 бит), поскольку в нем выставлены глобальные настройки сжатия (vorbis, качество 37%). Повторно сжатые ассеты сильно теряют в качестве, и могут звучать с заметным металлическим призвуком.

Patch notes:

22.03.2024 - Alpha Strike fmod project update.

Added sounds events for the new weapons and engines.


22.12.2023 - Air Superiority fmod project update.

Added sounds events for the new weapons and engines. Added US naval crew voices. Added German tank crew voices. Several new sound events added (like missile fly by sounds, aircraft control devices sounds, ect.). Tank crew radio static noises moved to separate sound bank.

Still not all tank crew voices sound assets added, the work is in progress.


22.09.2023 - Sons of Atilla fmod project update.

Fmod Studio version changed to 2.02.14. New helicopters engines sound events added for all main helicopters series. Additional quick "T" messages added.

Still not all tank crew voices sound asssets added, the work is in progress. Not added US Naval crew voices, the work is in progress. Ground vehicles engines sound assets not updated to the latest version, the work is in progress.


19.06.2023 - La Royale fmod project update.

Added new ground vehicles and naval vessels crew sound events. Also added all languages banks for naval crew and English UK, English US, Russian languages banks. Added new snapshot for ground vehicles with open turret, "tank_open", works like snapshot "tank". Added several new sound events: for btr80a engine, for radiator damage, for type 23L cannon.


05.04.2023 - Sky Guardians fmod project update.

Added several new sound events for the new tech. Some sound assets (explosions, cannon shots, etc) hads been updated.


27.12.2022 - Apex Predators fmod project update.

Added several new sound events for the new tech.


02.11.2022 - Fire and Ice fmod project update.

Added several new sound events for the new tech.


01.07.2022 - Danger Zone fmod project update.

Nothing special about this update, just new ground vehicles engines sound events, F-14 engine sound event, miscellaneous events.


01.04.2022 - Wind of Change fmod project update.

The major feature of this uipdate is deviding every bank file on two: on assets banks (.assets.bank) and meta-data banks (.bank). This made by switching corresponding flag in project build sessings. Also, there are some name changes of dialogs sound banks.


29.12.2021 - Winged Lions fmod project update.

Added new jet engines sound events. Added new jet fly by sound assets, ground cannons sound assets, and some other sound assets.


03.11.2021 - Ground Breaking fmod project update.

Nothing special about this update. Just some new sound events and minor tweaks.

Update: Added German localisation for voice messages and commands.


17.09.2021 - Direct Hit fmod project update.

This update got the new automatic weapon sound system, and new automatic weapon sound events, for all in-game vehicles. In a nutshell, it is a kind of loop mode, but with an element of a granular synthesis. You can read about how you can switch the support of sound modification between old and new weapon sound systems here:

EN: https://wiki.warthunder.com/Sound_modifications

RU: https://wiki.warthunder.ru/%D0%97%D0%B2%D1%83%D0%BA%D0%BE%D0%B2%D1%8B%D0%B5_%D0%BC%D0%BE%D0%B4%D0%B8%D1%84%D0%B8%D0%BA%D0%B0%D1%86%D0%B8%D0%B8


18.06.2021 - Red Skies fmod project update.

The main feature of this update - there is no more hangar.bank, all sound events distributed between other fmod banks (make sure you have no old hangar.bank in your mod folder, it can lead to random consequences, like super-loud sounds). Also, now we have more ground vehicles tracks sound events, and several new sound events, like pjojectiles camera for naval battles, ground vehicles suspension hits, etc.


30.03.2021 - Added custom script for weapon rapid fire tests.

Now you can try rapid fire with "Ctrl+," shortcut. Update fmod project and run Script->Reload menu command. Then, choose weapon sound event that contains on_shot parameter, press Play, and hit "Ctrl+,". You also will be able to adjust fire rate from 0 to 2000 rpm.


24.03.2021 - Ixwa Strike project update.

The main feature of this project is aircraft weapon sound generation system, now it is oneshot instead of looping mode. But, still you can switch between looping and oneshot system, by typing useLoopsForGunSound:b=yes in sound{} block of config.blk.

PS: hangar.bank still contains music events, that's bad news. But, I'm about to get rid of it in the next major update.


25.12.2020 - Fmod Studio project version changed to 2.1.6.

High fire rate weapon sound events forming method changed from loop to one shot. Note: now you can choose automatic weapon sound events forming method (loop/oneshot) by adding in config.blk in sound{} block this string: useLoopsForGunSound:b=yes

27.11.2020 - Fmod Studio project updated to "New Power" release state.

16.07.2020 - Fmod Studio version updated. Now it is 2.00.09.

New dialog localisations (assets) will be added gradually with next commits.

09.04.2020 - Added fmod project version related to major patch 1.97.1.X

Fmod Studio version - 1.10.17

  • Weapon system reworked, added "on_shot" parameter that triggers shot event. That was done for better sound channels control.
  • Explosions and cannons gain a modular assembly system.
  • Added crew dialogs, all languages for ground and naval crew, aircraft crew - only english and russian (for now).
  • Added empty music events

Notes: music events in aircraft/music/init should be empty, do not add any music in these events.

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fmod_studio_warthunder_for_modders's Issues

AI tank engine sounds

Hello! I have another request for engine sounds. I have done a few tests with swapping out the "generic" AI sounds for some tanks with their "player" sound and i found out it worked with no problem.
For example i went on T-80U from EngineNameAi:t="engine_tank_ai_turbine" to EngineNameAi:t="engine_t80" and did that with T-72 and Tiger sounds and i've noticed that they worked fine. I recorded videos of those tests (of course the volume levels aren't adjusted for distance as well as proper AI sounds and i'm also using sound mods so they are different from the proper vanilla sounds).
My request would be if it's possible to make AI sounds be the actual player sound, that way there's more variety in the battlefield and you can distinguish tanks better :)

Some Suggestions

Hello! I have a few suggestions to make for future updates of WT's sounds.

First of all, have maybe a slider/event for when you activate tank ESS smoke generator, as I've heard on a video with Challenger it made a different sound when they activated the ESS. Another one would be that the shell ejected from tanks like T-72 to have sounds linked to them with collisions like concrete, grass, metal.. and the actual sound of the hatch opening to throw the shell out.

Next, it would be nice if the rocket/ATGM launch sound from cockpit would have its own proper sound instead of what it uses right now.

Also, fast firing cannons can't make that distinct "really quick explosion" sound that sounds like "BRRRT", for example in real life when an A-10 strafe runs (video of Arma 3, watch right as the shells hit the ground: https://youtu.be/UrFVNZs2Raw?t=43 or the IL-76 https://youtu.be/GPJpuMK3NKM?t=58) the actual explosion also sounds like a BRRT, i suggest there would be a loop for this kind of explosion applied to really fast firing cannons (ADEN, GSh-23..).

Lastly, it would be good if there was a separation between HE, HEAT, AP, etc. from all other generic explosion sounds.

PS: Thanks for implementing unique AI sounds that I have suggested a while ago, I knew it would happen sometime ;)

T-34 and F-104 missing sounds

I've working on a Soundmod that mostly contains the old Gun sounds of War Thunder . I only use
masterbank.bank
masterbank.strings.bank
tank_effects.bank (for the old bounce/ricochet sounds)
tank_weapons.bank

Since some small updates/changelogs, the T-34 series missing his engine sound completely
and the F-104 also misses his engine sounds including the new M61 cannon sounds

I also had a same issue with all MG sounds like a week ago but it was fixed with an small War Thunder update somehow.
I use the FMOD version 1.10.17

Bugs with ai armor hits

Hello again,

I edited a bit newly added events but there's small problems here and there:

  1. Plase take a look how it works overall, i tested several times with friend (that was shooting bots), ai hits works differently then player one.
    50% case of obvious ricochets are not working - playing unpierce instead, ricochets events for apfsds are 100% not working.
  2. Might be a bug, but i setup all distances up to 1km (with restriction) but sometimes i hear hits from plane when flying above battlefield (ground rb) nearly 3km above, so there's something weird.
  3. Little suggestions to make ai hits from 20mm to 35mm, currently playing hit_small which a little bit overkill for such calibre, it also shares with all low caliber cannons same like planes and stuff
  4. I think now can be used atgm_hit sounds instead of wreck_explosion that was initially intended for planes.

Non-related: i see all small he shells now using proper explosion sound, while for guns like 600rpm or lower pretty much okay (it matches with rpm) guns like ADEN or M61 with high rpm really asking for "Ziiip" explosion effects, one time explosion might be overkill, maybe some kind of loop sfx?

War Thunder 2.0 Bugreports

Hello!
I would like to start this post for bugreports for the new Update "New Power".
anyway i found 3 bugs so far (more or less some majorbugs)

  1. Tank AI engines are muted (only tracks can be heard)
  2. The FlaRakRad has no engine sound (only wheels can be heard)
  3. The Harrier has no engine sound

Watch here https://www.youtube.com/watch?v=bazJ3cvjIdc&feature=youtu.be
please check the chapters in the video

These are the only things i found so far

Issue maj 26/11 for leclerc sound

hello, following the Leclerc engine update, it has become less realistic. there is now a turbo whistle, but the Leclerc does not have a turbo. the turbine blows regularly with a rather serious sound and does not fluctuate according to the engine speed.
the diesel engine is almost inaudible on the leclerc, only the running gear and the gas turbine can be heard. again, the turbine rattles regularly and does not fluctuate with diesel engine speed. think you can rectify that?

Engine file T10m

Hello,
Sorry for this little Issue,
wich ground/engines/... File does the T-10M use in the Fmod list on the left?
the only engine files for russian tanks i found are these:
kv220
object120
pt76
su100
su76
t34
t64a
t72
t80
t90a

Просьба добавить новые реплики.

Добрый день! Я часто нахожу в озвучке игры не использованные реплики или отключенные со временем. У меня большая к вам просьба, если можно ввести новые рабочие ивенты чисто для создателей модификаций, то я очень вас прошу, если можно добавьте ивент на уничтожение танка игрока. Можно даже продублировать реплики с ивента бросить технику. Это очень важно и играет на атмосферу. Так же хочется увидеть в ближайшем будущем новые ивенты такие как:

  • Ивент на рикошет, если дамаг система их понимает. Это будет информативно в бою и не нужно отвлекатся взглядом на дамаг модель.
  • Ивент на пожар противника. Так же для информативности, и для атмосферы.
  • Ивент в начало матча, что бы можно было добавить воодушевляющею реплику в начале сражения
  • Ивент на помощь в уничтожении.

Проблемы на этапе сборки.

И снова добрый день) Не знаю почему, но при каждом обновление проекта, при сборке банков всегда появляются какие-то ошибки. В тот раз я вылечил заменой файлов некоторых, сейчас же, таких файлов, а иногда даже и папок нет. Из-за такой одной ошибки, полностью не работают звуки из этого банка.
На скрине пример, там множество таких ошибок.
image

Bugs that i found so far

Hello there,
Creating this topic so you won't miss anything :)

Update on mg loop bugs: (loop never ends)
Not sure if it was fixed in future builds or not (everything tested on wip client)
This bug happens pretty often when you flying in plane over battlefield, almost 9 of 10 battles i could catch this bug, this is something related to sound distance, like passing by source of sound and 99% you will catch this bug.

Sound source (or emitters) are not physically attached to tank and not accurately following it's movement:
https://www.youtube.com/watch?v=dPa_s6Me1rM&feature=youtu.be
Sorry for reposting it again, just making sure devs will see it.

Recently, i discovered new interesting bug, before 1.97 update i could easily track cannon sounds by killfeed, but now it's random (that's why i made supposition about randomly disappearing sounds after 1.97 update)
it's random because of how tank render system works or "invisible tanks." In other words, if tank in invisible state, you won't hear cannon shot, however it ignores auto-cannons and mgs.

Distant cannon shots with vanilla quite tricky to hear, but this also happens when tank close by.
Sometimes you hear start of cannon shot and bam, sound suddenly cuts out, this is because in that very moment tank disappeared from player view. (it's also cuts out when someone destroyed right after shot)
https://youtu.be/je8TUYloIvg
Note, after shooting mg and auto cannon, my mate keeps shooting cannon, distance - around 1.1km
I also noticed if you can't see muzzleflash of cannon shot, you also won't hear cannon shot.

https://youtu.be/rJLKKsCHyx8
First thing, pretty much same as smoke laucher you can hear only one shot when you shoting multiple flares.
Second thing, this is rather question, in same video above you can hear ATGM engine noise attached to flares, is there any space so flares won't use ATGM noise for modding purposes?

Tank RPM bug

Hello, I wrote about this bug before and it was fixed. Looks like it's back.
It's ignoring project's rpm velocity and sets everything to like 0.1 speed. Tested on clean project files and modded

Перестали работать ивенты из банок в ВТ 1.99

В моих модах основанных на последнем исходнике перестали работать банки crew_dialogs_common.bank, и часть ивентов из банки crew_dialogs_ground.bank пока только обнаружил что не работают выбор снарядов на ББ.

Updating the sound project #2

Hello!
You said that you will update the sound project very soon before the end of the month. Already on March 28, can you tell exactly when the update will be released? Thanks.

How to play the sound

Hi,
I would like to know if it is possible to play the sound only when load goes up but not when load goes down?

Thanks in advance

For leclerc engine real

Hi, for my mod, I use IKV1 engine (load and not load) rpm menu. Is most real compar to STRV121 engine.
Just for your information.
Stay tuned 💪😎

Предложение по отдельному банку для саундтреков

Иногда возникают интересные конфузы. Например надо переозвучить некоторые пищалки и сигналы тревоги (например, ракет), но ивенты формируются в банк hangar.
В нём же прячутся саундтреки, что безусловно проблема, так как их в репозитории нет. Пользователи ругаются и всячески негодуют.
А, как вы говорили, существуют трудности с общедоступностью музыки.
Возможно ли как-то в не слишком далеком будущем развести банки саундтреков отдельно, как в ангаре, так и в бою?

T-72B3 sound

Hello,
I've noticed that the new T-72B3 "UBK" tank still uses the "engine_t72" sound event. Since there's a engine_t90 event, and the UBK uses the V-92S2F engine (used also on T-90MS) it would be fitting for the tank to make use of that unused sound event.

Need your help!

Hi!
Such problem. Accidentally deleted the bullet_passby event. I returned it from a clean project, placed it in the Bank hangar, but the sounds still do not work. How to restore, please tell me?

image
image

Порядок воспроизведения.

Здравствуйте.
•I•
В игре порядок боевого чата строго последователен. Можно ли как-то заставить команды чата звучать одновременно?
Например, команды: "Атакуйте точку *", "Нужна помощь", "Внимание на карту" Будут озвучены в строгом порядке их появления, не перекрываясь. Бывают случаи, когда несколько команд вызываются почти одновременно, и, к примеру, последняя "Внимание на карту."
В таком случае маркер на карте уже перестаёт мигать, а звук только начинается. Критично для некоторых игровых ситуаций.
Можно ли как-то заставить команды чата звучать одновременно?

•II•
Как задаётся приоритет и порядок одновременных событий? (в частности повреждений)
Например, при взрыве фугаса в танке, желательно, чтобы первым говорилось о наводчике, а не о случайном событии.
Спасибо.

Пару критических багов.

Привет. Обнаружил пару недочётов в звуковом проекте. Во первых, при сворачивании игры, звук всё равно воспроизводится не смотря на то, что в настройках вкл опция (прекращать звук в свёрнутом виде). Во вторых, у вертолётов нет звука из кокпита. В третьих, звуки гусеничных траков при виде от наводчика не воспроизводятся должным образом. Пробовал на абсолютно чистом проекта. Проблема в банках hangar, скорее всего. Посмотрите, пожалуйста.

Type 1936A (Mob) using wrong gun sound.

The German destroyer Type 1936A (Mob) is using the 130mm gun sound event when its gun caliber is 150mm, so it should be using the 152mm sound events instead.

Leclerc sound mod

Hello,
I would like to modify the engine sound for the Leclerc tank. Who does he share with? previously it shared fully with the 2A5.

120mm and 152mm US tank events

I have noticed that the 120mm gun on the US T34 and the 152mm on US T30 share the same sound event despite having completely different calibers.

Could we see a separation of these events in the future?

Не рабочие ивенты

Здравствуйте.
В игре нет озвучания события ранения членов экипажа. (адрес ивента подобно voice_message_commander_contused_v2).
Но в этом наборе их ивенты есть. Более того, есть их рабочие звуковые файлы, и всё это связано вместе. Но оно как и в оригинальной игре не работает.

Также целый набор разных анонсёров направления попаданий типа voice_message_shot_back_v1
Но ни с родными ассетами, ни со своими этот ивент в игре не запускается.
Часа два потратил, чтобы понять, что он просто не рабочий. Зачем в дереве ивентов неактивные разделы?

Когда ждать обновление проекта?

Здравствуйте. После выхода 1.99 перестали работать звуки танковых пулемётов. Когда нам ждать обновление проекта с готовыми настройками?

Track sound modern tank

Hi,
I see the lines sound of the M1A2 and looks a lot like the real modern line. Why not put the same on all modern tanks? It would be much more realistic.

ATGM explosion sounds

Currently, the sound the ATGM makes when striking any object is the same as that of the wreck_explosion sound in the Aircraft section. These two should be separated.

Ранения экипажа/Crew wounds

Если, например, выбивают наводчика:

1.система уведомляет "Наводчик контужен"
2.инициируется скрипт замены "живыми" членами.
3.после замены, скажем, заряжающий берёт на себя полномочия, система выдаёт: "Заряжающий ранен" или и вовсе "Заряжающий потерял сознание".
Это дезориентирует, и кажется, что получил второе попадание.
Возможно ли с помощью данного репозитория убрать ивенты озвучки после замены членов экипажа?

••••
И чтоб два раза не вставать:
Например, ивенты contused или wound имеют версии v1/v2 На что завязана их логика?

Questions about explosions

Hello, I kinda got stuck there, digging through plane explosions sub-folder and a little bit confused by event names and it's purposes.
image
While bomb explosion pretty obvious, the rest of this list puzzling me.
Does explosion_ground uses rockets and small explosive arms? (There's also identical event in tank sub-folder hmm)
What type of bomb/missile heavy_explosion uses?
"_ground" and "_water" pretty obvious too, but what does "building" means? Is it working in game?
Events with "..._unit" probably meant to use of explosion of ground targets in air rb/ab?
Would be great to see better event names to match correct types of ammunition (like bomb_500lb_explosion, small_rocket_explosion etc.) Because not really sure if half of it working in-game.

I also tried to edit plane explosions/damage effects and there's questions too.
image
Most of this list is working for only player driven aircraft? Tried to edit, so enemy/ally aircraft will fall with couple of sounds, but discovered that only plane_wreck_explosion only works here, but one thing though, it shares with ATGM tank hit sound 🤔

Most of these sound i never heard in game, so i could be wrong if same good half part of this list is not working.
Like plane_broken intended for frame destruction sounds? Or what's the difference between plane_explosion and wreck_explosion? Same with witch just plane_wreck. Most of it works for player-only aircraft, so there's no way to check it for ai/enemy/allies

Thanks in advance! :)

Engine sounds

You guys doing good stuff on improving engines for tanks, but what do you think about expanding engine sounds for nearby tanks(or ai tanks)?
I don't know if it was suggested earlier, but that would nice qol feature, as right now you can't distinguish exact model of heavy tank or medium etc.

Music events?

When this repo gonna add existing war thunder Music events(or empty music events) ?

I really want to make old theme mod XD

Naval sound events

Could I make a request for naval sounds? The sound events for depth charges and K-guns should be separated.

Depth charges are rolled off the back of the ship while K-gun depth bombs are fired off the side of the ship with a mortar.

Also the possibility of a sound event for torpedoes and depth bombs hitting the water?

Обновления звукового проекта.

Доброго времени суток. Я так понял, теперь обновление звукового проекта не стоит ждать раньше выхода следующего крупного патча?

Track/wheel sounds depended on surface feature

Hello,

Some patche ago you added this neat feature, I want expand it a bit, but faced little problems:

It's about transition between two sound layers concrete/dirt, suppose this is more map related as it works as intended in most cases (transition wise), but lacks of material setups sound wise.
Like most maps made of dirt and sound will ignore road that was placed on dirt.

Let's say Normandy it has diverse materials, with sharp transitions between dirt and concrete.

image

Or Eastern Europe

image

Also sometimes transition from concrete to dirt is not working, it just stays on concrete layer (you need to reset sound by looking in sight and back to exterior view)

Update 1.101

Hello!
The new Update 1.101 "Raining Fire" is coming soon™
According to the Changelogs from the Devserver there a new sound effects etc.
will this affect my recent soundmod? i've done so much now and i dont really want to do everything all over again.

New Changelog Sounds

A new Changelog dropped with some new sounds with some new shellwhiz effects that bypasses my tanks_effects.bank file , i guess that means that the latest project is outdated. Do i have to do everything i did again when the new project drop? As far as i got it, only the tanks_effects are affected, so can i just drag'ndrop the rest i did so far (guns, aircraft,...) ? or can i just combine the new tanks_effects.bank in the mod folder with the other banks i did so far?

Thanks for any help or info o7

Not all sound events in the project can be modified and/or work (E.G: Vietnamese language events)

Hello!

A while ago, I mentioned that I was trying to modify some sound events, specifically the Vietnamese language events, but was saddened to find out that they in particular do not work and can also not be modified.

I'm making a sound mod for a single player mission with narrative and voice lines and would like to use less commonly used sound events for that purpose.

Is there any way to bring these sound events online?

Aircraft Hit sounds are missing

Hello,

I've started to work on Plane sounds ( only changed some engine and gun sounds so far )
and i noticed that the Hit sounds (when you getting hit in a plane in third person view and cockpit view)
are completely muted. The sounds who should played there are these so far as i remember:
bullet_hit_outside_03_01
bullet_hit_outside_03_02
bullet_hit_outside_03_03
bullet_hit_outside_03_04
bullet_hit_outside_03_05
bullet_hit_outside_03_06

after searching for a while, i guessing the effects i mean are these
Screenshot (268)
Screenshot (269)

but no matter how loud i set them i cant hear them when i getting hit by other planes. they only appear when im on fire.

Screenshot (270)
i only build up these banks. do i miss something that the hit sounds are not there?

thanks for any help,

1.101 ground sounds

Hello,

Were the sound event names changed for the 20mm Vulcan (M163) and Japanese 120s? They no longer work with the last version of the project since the new patch.

2.00.09 tons off issues now

i was happy that the new files droped today an the new fmod version aswell
but unfortunately.. nothing is working really..
because my soundmod is very small i was able to setup everything pretty fast.
but there are some bugs now like:
many effect sounds like the impact sounds are missing
i dont know if its a problem with the bank files but i cant lower the cannon sounds in the game or the ingame music, everything in the game (like cannon or engine volume) is controlled by the main volume now.
i use costum hangar music and now i dont have the default battle music anymore.
is it possible to use the older fmod version 1.10.17 ? because that one worked perfectly except that 1 or 2 engine sounds are missing
i do not want to blame anyone for this, i can imagine how long this takes to create these soundmod files

Sidechain snapshot usage?

Hi,
i would like to know what the sidechain-snapshot in explosions, cannon sounds , ... do or what the usage is.
i still have some trouble to find the option that kinda lowers for example an explosion sound when impact
or like when the shell_whiz in game appears, it lowers the volume of the surroundings. i know it is a bit hard to understand, sorry.
but i really want to disable this because this makes it hard to hear the sounds i added.

Limitations on length of sound asset

So I tried changing so GUI like 'mission fail', 'mission complete' and 'mission done loading' sounds. If I recall correctly, they are all very short sounds, or at least the missions done loading is very short. I put 30 second clips and they didn't seem to play. On the other hand, I was able to get longer clips playing when I changed the ambient hangar sounds.

Is there something I'm missing?

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