-
Notifications
You must be signed in to change notification settings - Fork 225
Tracks – Audio
leBluem edited this page Mar 7, 2024
·
4 revisions
If needed, you can create a soundbank for a track and attach various audio events to different points on a track. Here is an example.
For it to work, you need to locate files like so:
-
content/tracks/<trackfolder>
-
extension/
-
sfx/
GUIDs.txt
sfx.bank
ext_config.ini
-
-
And in “ext_config.ini”, write:
; First, it needs to define soundbank to use:
[SOUNDBANK_0]
BANK = sfx/sfx.bank ; as you can see here, you can name those files differently
GUIDS = sfx/GUIDs.txt ; but for a start, name them like that, just in case
; Then, define events in soundbank
[EVENT_0]
ID = event/path ; event path, as you can see it in GUIDs.txt
REVERB_RESPONSE = 1 ; should event respond to reverb
; Positioning:
POSITION = X, Y, Z ; position of an audio source in space
; (you can use Object Inspector to quickly find out position,
; just click anywhere and copy coordinates)
DIRECTION = 0, 0, 1 ; direction of audio event
; Volumes:
VOLUME = 1 ; base volume
CAMERA_INTERIOR_MULT = 0.2 ; volume multiplier for interior cameras
CAMERA_EXTERIOR_MULT = 1 ; volume multiplier for exterior cameras like chase cam
CAMERA_TRACK_MULT = 1 ; volume multiplier for track cameras
; Parameters:
INPUT_KEY_0 = some_parameter
INPUT_VALUE_0 = 0.5
INPUT_KEY_1 = different_parameter
INPUT_VALUE_2 = 1.5
; You can, of course, use same event in several points, with different parameters:
[EVENT_1]
ID = event/path
POSITION = 0, 0, 10
; and so on
; And, in case you would need something more complex, for each number, such as
; volume, volume multiplier or input value, you can use a varying value instead
; of a constant.
[CONDITION_0]
; This condition will return 0 during the day, and 1 at night:
NAME = NIGHT_VOLUME
INPUT = SUN
LUT = (| 0=0 | 88=0 | 88=1 | 180=1 |)
LAG = 0.97
[EVENT_2]
ID = event/path
INPUT_KEY_0 = some_parameter
INPUT_VALUE_0 = NIGHT_VOLUME
[EVENT_...]
; audio event following an animated object:
ID = event/path
RELATIVE_TO = node_name ; or mesh_name
; and so on
If you have any questions or suggestions, please feel free to add a new issue.
- Enabling Extended Physics
- Aerodynamics
- Body Flex
- Custom Suspension Joints
- Driver Weight Shift for Karts
- Extra Turbo Options
- More Clutch Damage
- New Inputs for Dynamic Controllers
- Physics Scripts
- Setup Items Driven By Controllers
- Suspension
- Cosmic Suspension
- Tyre Types
- Enabling Extended Physics
- General Options
- Custom Raycasting
- Collision Parameters
- Dynamic Physics Objects
- Geometric colliders
- Surface Tweaks
- Extra FX Flags
- Extra FX Emissive
- Mesh Adjustments
- Model Replacements
- Shader Replacements
- Scene Queries
- UV2
- General Options
- Analog Instruments
- Animations
- Digital Instruments
- Emissive Objects
- Extra Switches
- Inputs
- LED panels
- Multichannel Emissives
- Vintage Tachometers
- Audio
- Brake Disc FX
- Deforming Bonnets
- Driver Model
- Exhaust Smoke
- Exhaust Flames
- Extra Lights
- Fake Shadows FX
- Local Cubemaps
- Mesh Splitting
- Miscellaneous Options
- Neck FX
- Node Adjustments
- Smart Mirror
- Sparks
- Tyres FX
- Visually Adjustable Wings
- Wheels
- Wobbly Bits
- Wobbly Wipers