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Fmod studio project for War Thunder sound modders
Hello,
with the last patch, a new soundeffect has been added to Airbattles when i shot down another aircraft.
it kinda sound like the effect from naval battles when you press [W] to increase the speed (some sort of "BING")
like here
https://www.youtube.com/watch?v=-CHZfwxSlsE&feature=youtu.be
Is there any way to mute this effect in the current version? I dont really like this effect 😢
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?
Hello, I kinda got stuck there, digging through plane explosions sub-folder and a little bit confused by event names and it's purposes.
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.
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! :)
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?
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?
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.
Hello everyone.
After the release of update 1.97, some sounds stopped working when creating a sound mod. This question is how long to wait for an updated sound project?
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?
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.
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.
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:
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.
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.
When will the non-Russian and non-English crew chats be added?
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.
Or Eastern Europe
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)
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.
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?
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.
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
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.
i only build up these banks. do i miss something that the hit sounds are not there?
thanks for any help,
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.
Доброго времени суток. Я так понял, теперь обновление звукового проекта не стоит ждать раньше выхода следующего крупного патча?
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.
Hello again,
I edited a bit newly added events but there's small problems here and there:
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?
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.
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?
I need to know pls, AI tanks have no sound.
I changed air-to-air missiles lock-on sound (alarm_con_scan) and rockets start sound (rocket_start) in their events but sounds have not changed in game and remained standard.
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.
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 ;)
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
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?
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 :)
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
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?
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.
Hi Gaijin,
Will add or consider to add crew chats and background music to this repo in the future?
Cheers.
P.S.: this is the only online game that I am currently playing. Your team does a really great job!
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
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
Привет. Заметил вот что. При игре с модом, настройки громкости в игре ( Ну, те параметры, ползунки) работают некорректно. Половину звуков вообще не реагируют на изменения. Все мастербанки я кинул куда надо.
https://www.youtube.com/watch?v=bMoVZSktJNE&feature=youtu.be
I now modify the weapon sound of the aircraft into the game. There is no sound when firing. Is the weapon sound file too old?
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.
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.
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)
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
Здравствуйте. После выхода 1.99 перестали работать звуки танковых пулемётов. Когда нам ждать обновление проекта с готовыми настройками?
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
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 💪😎
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
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?
When this repo gonna add existing war thunder Music events(or empty music events) ?
I really want to make old theme mod XD
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