Giter Site home page Giter Site logo

Comments (56)

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024 1

Hello! Great job, thank you for report! I'll check all listed bugs tomorrow (because of Russian holidays May 1-5).

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024 1

@Uchuujin01 Could you please take a look at bug where sound emitters doesn't follow tank movement? With all bugs listed above i think this is major one. I'm noticing it more and more.

It's easy to check it, turn engine volume to minimum and rotate camera sideways, move tank forward or backwards, you will note how gear shift lever moving from back to forward (i.e is not standing in one place) it seems this happens for every emitter that attached to player's tank.
This pretty much started since 1.91 patch.
If you need more explanation let me know.
https://youtu.be/dPa_s6Me1rM

Hello! It’s a known issue, and it’s not a bug. Unfortunately, we unable to follow all emitted sounds due to cpu restrictions. We forced to switch play-and-forget mode on many game sounds, just to make game more stable.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024 1

Thank you very much for your time and effort!

Thank you for your contribution and feedback!

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024 1

I wonder, how 2.0 version will improve sounds art/tech wise?

In Fmod 2.0 Firelight team added a lot of cool features, (global parameters, modulation features, LFO, etc), looking forward to use it ) It's all described here, briefly: https://www.fmod.com/resources/documentation-studio?version=2.0&page=welcome-to-fmod-studio-new-in-200.html#whats-new-in-fmod-studio-20

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024 1

Regarding features, how do you see improving city/urban echo? Currently it so random, like you standing near road sign or small house and it can be fully turned on, i think this is the most underrated feature in audio. I think some kind of trigger right in the town/city would fit more than such procedural system. The transition is also very sharp from 0 to 1.
Oh, also any plans on adding more additional echoes? Most battles happens not only in cities/town but in woods/forests.

Sure we will. With new features it will be much easier now. Actually, in WT this feature not so important, this is not FPS, so we have very restricted cpu resourses on reverberation system.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024 1

Hello! Can you please give me a hand with one question? I found a very good recordings of a russian vehicle BRDM-2, ZMZ-41 engine, V8, 5,5 l, gasoline. This engine usually was used on military all-terrain vehicles. Where can we use it, on what vehicles?

Heyo, i'm afraid that this is the only thing that using one engine for half-track GAZ-41 and BRDM family, however roots are coming from GAZ-11 which used by T-60, T-70, SU76, SU76m, ZIS-3, BM-8-24

Hello! Sorry, I missed out your answer somehow. Yes, that's what I decided too - T-60, T-70, SU76, SU76, and a couple of other vehicles.

I have a question though, it's sounded before - will we see in near future or in next patches different ai engines for tanks? Or still something with technical difficulties?

Definitely yes, but not so soon, there are will be much work to do.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024 1

Hello! The project has been updated. Now it needs Fmod Studio 2.00.09.

Heyo, is it 2.0 compatible or i should transfer from 1.17 to 2.0?

Hello! Well, older sound banks will work in game with fmod 2.00.09, but, due to fmod api changes, it will work not correcr. It is highly recommended to transfer your project to fmod 2.00.09 version.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

TL;DR
Mg loop bug happens, when you flying in plane over battlefield.
Sound emitters for player's tank doesn't follow it's movement
Disappearing cannon shots related to non-rendered tanks (mg and autocannons are fine)
Flare laucher bugs out after one shot
Flares uses ATGM engine sounds

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

In addition:
Jagdpanther and Coelian uses tiger engines w/ heavy tracks, i guess this is mistake?
There's more vehicles that using wrong engine events, i can create full list if you're interested.
Also discovered this:
image
Found these tabs for all tracks events, but all of them not working ingame, is that forgotten feature? Would be great to have dynamic sounds for tracks depending on surface.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

In addition:
Jagdpanther and Coelian uses tiger engines w/ heavy tracks, i guess this is mistake?
There's more vehicles that using wrong engine events, i can create full list if you're interested.
Also discovered this:
image
Found these tabs for all tracks events, but all of them not working ingame, is that forgotten feature? Would be great to have dynamic sounds for tracks depending on surface.

Hello! I know that there are some inappopriate engine sound references. I'm working on new engines sound events permanently, but it takes a lot of time.

Yes, not all this parameters working now, because of some maps circumstances. But we already working on a new dynamic terrain sound system, so all this current parameters will be deleted in future.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Hello! I know that there are some inappopriate engine sound references. I'm working on new engines sound events permanently, but it takes a lot of time.

Oh hey! I appreciate your work on engines though, i think there's pretty much enough events for each engine type (except AMX ones and maybe leo1)
I meant some tanks using wrong existing engine events, i.e. Coelian & jadgpanther uses Tiger while should be Panther engine instead.
Sorry for misunderstanding!

But we already working on a new dynamic terrain sound system, so all this current parameters will be deleted in future.

Completely understandable, so we can expect some kind of same system? Would be lovely to hear different tracks sounds depending on surface!

Also, any update on bugs listed above? I can do more research if needed.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Oh hey! I appreciate your work on engines though, i think there's pretty much enough events for each engine type (except AMX ones and maybe leo1)
I meant some tanks using wrong existing engine events, i.e. Coelian & jadgpanther uses Tiger while should be Panther engine instead.
Sorry for misunderstanding!

Ah, understood, pardon me ) Yes, it would be great if you will send me a list of known wrong sound references. I do some historical research but sometimes miss out details.

Completely understandable, so we can expect some kind of same system? Would be lovely to hear different tracks sounds depending on surface!

Yes, maybe even in 1.99 patch, but I can't say for sure now, we'll try )

Also, any update on bugs listed above? I can do more research if needed.

No, I did not have enough time, but today I'll check it, thank you )

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Alrighty, me and my mates decided to make full list of sounds (for every vehicle), it's nearly done. Are you guys accepting suggestions also? We can put in free colums of sounds what could be added.

No, I did not have enough time, but today I'll check it, thank you )

Regarding when tank in invisible state you will not hear cannon shot bug, i have now 100% confirmation: https://youtu.be/sLkYmgI5bI4
When enemy tank behind obstacle or wall or anything that hides it you won't hear cannon shot sound, although it does work for mg or aa guns.
Also pls watch other bugs that i listed :)

And last one: The balance of the sound mix has been corrected towards lower frequencies.
I noticed that this change affects mods, is it hardcoded or modders can change it in future fmod builds? It drastically changes sounds especially loud (which super quiet now) explosions or gunshots.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Alrighty, me and my mates decided to make full list of sounds (for every vehicle), it's nearly done. Are you guys accepting suggestions also? We can put in free colums of sounds what could be added.

I think it could be useful, sure, very interesting!

Regarding when tank in invisible state you will not hear cannon shot bug, i have now 100%

This bug was not confirmed. And, if it was so, then we'll be playing in silence, I think. On your video I recognise far cannon shot.

I noticed that this change affects mods, is it hardcoded or modders can change it in future fmod builds?

Yes, thanks for reminder. As I remember, now masterbank.bank loading from "sound" folder, not from "sound/mod". We'll give to modders ability to change mixer settings.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

We'll give to modders ability to change mixer settings.

Cheers, good to know

This bug was not confirmed.

Look, in this case hear closely, my mate made shots to the ground to show that you can hear explosion but not the cannon itself, in second part he appeared and made more shots to show difference. You can make same steps as me, spawn in any map that has town, turn on screen share via Discord or other app and let your mate watch your shooting or vice versa, some maps has strict points where you can hide your tank from rendering, that's why town like Poland perfect choice.

Okay if that's not enough, here's the easiest way. Cannons can be heard from 2km, right? Spawn in same map like Poland and let your mate make some shots right from spawn, your mate/enemy should not move aswell as you to prevent rendering. However, if your mate will shoot from MG it will work flawlessly.
Please note, AA guns or rapid fire guns works also without any problems

And, if it was so, then we'll be playing in silence, I think.

Well yes, but actually no. Tank disappears when nobody of teammates see enemies, basically you hearing shots from teammates but not enemies, which is also 50/50 situation, if teammate see enemy tank it will be rendered for everyone, however if enemy tank shooting from the hill or obstacle and no one spotted it, the sound will not be produced.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Ok, valuable note, thank you! It is very deep research, I'm impressed ) We'll research this problem, maybe this decision was made intentionaly.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

I think it could be useful, sure, very interesting!

https://docs.google.com/spreadsheets/d/18zG_nibDyosUnKHMPZAhClDdzY0vcWypLPb-Gx_BQH4
Voilà! Nothing really fancy here, this is mostly suggestions list. Added everything that more or less known + some of them easy to comapre with truck engines etc.

We also can do same with weapons (not sure what can be suggested here, probably only separate vehicles with open top turret) it will also take a while, if you interested here too.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Hello! Thank you, this is a great job, I'll apply your investigation results in the game. One question: what do you mean in suggestion "engine_m60" and engine_m41"? Does it means to make a unique m60 and m41 sounds?

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

what do you mean in suggestion "engine_m60" and engine_m41"? Does it means to make a unique m60 and m41 sounds?

Yeah, as mentioned in notes starting from M48, US used pretty mch same engine contruction up to latest M60s, Merkavas etc.
image

M41 used pretty much different engine type with distinct turbocharged sound

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Ok, I'll keep it in mind, thank you! Great job )

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

BTW, regarding silent cannon shots when vehicle in invisible state. Our programmer confirmed that yes, now it works like that, and this is not a bug. I asked him to change this situation if it is possible. Thanks for the report!

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Ok, I'll keep it in mind, thank you! Great job )

o7, glad to contribute to something special!

Our programmer confirmed that yes, now it works like that, and this is not a bug. I asked him to change this situation if it is possible

Wowie, didn't expect that, hope it will be changed, hearing almost half of battlefield sounds is a loss of immersion :(

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

@Uchuujin01 Could you please take a look at bug where sound emitters doesn't follow tank movement? With all bugs listed above i think this is major one. I'm noticing it more and more.

It's easy to check it, turn engine volume to minimum and rotate camera sideways, move tank forward or backwards, you will note how gear shift lever moving from back to forward (i.e is not standing in one place) it seems this happens for every emitter that attached to player's tank.
This pretty much started since 1.91 patch.
If you need more explanation let me know.
https://youtu.be/dPa_s6Me1rM

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Hello! It’s a known issue, and it’s not a bug. Unfortunately, we unable to follow all emitted sounds due to cpu restrictions. We forced to switch play-and-forget mode on many game sounds, just to make game more stable.

Oh hey! Quite understandable, well, i wonder how it was made with FMOD Designer back then? Can't exactly remember same issues.

Alrighty, i think we sorted all bugs that i mentioned.
Last one more like question/feedback

Flares uses ATGM engine sounds

Not a bug here, but any chance you could separate it from ATGM engine noises? The sound itself is decent for a single rocket, but if there many sounds (flares in this case) it makes pretty weird noises, especially when helicopter right above battlefield, kinda distracting.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Oh hey! Quite understandable, well, i wonder how it was made with FMOD Designer back then? Can't exactly remember same issues.

It is not depends on Fmod, it depends on current game code stability of work. This situation changed constantly, game code changes constantly )

Alrighty, i think we sorted all bugs that i mentioned.
Last one more like question/feedback

Flares uses ATGM engine sounds

Not a bug here, but any chance you could separate it from ATGM engine noises? The sound itself is decent for a single rocket, but if there many sounds (flares in this case) it makes pretty weird noises, especially when helicopter right above battlefield, kinda distracting.

Thank you, I will check it. Many different game objects shares the same game mechanics, sometimes sounds inherited by default )

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

@Uchuujin01 Noticed that most of sound mods stopped working (except vo mods)
What's changed?

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

@Uchuujin01 Noticed that most of sound mods stopped working (except vo mods)
What's changed?

Never mind, fixed by deleting .masterbanks

regarding silent cannon shots when vehicle in invisible state. Our programmer confirmed that yes, now it works like that, and this is not a bug. I asked him to change this situation if it is possible. Thanks for the report!

So if you guys moving to 2.0 version, will be those "issues" fixed?
https://youtu.be/dPa_s6Me1rM
https://youtu.be/sLkYmgI5bI4

Oh, also i noticed that .masterbanks no more controlled by mod folder, is that going to be editable in next versions?

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Oh, also i noticed that .masterbanks no more controlled by mod folder, is that going to be editable in next versions?

Strange, It should work. Recently we added this feature. So, it worked some short time period, and then stopped? I'll check it.

So if you guys moving to 2.0 version, will be those "issues" fixed?
https://youtu.be/dPa_s6Me1rM
https://youtu.be/sLkYmgI5bI4

The first one - definitely no, for now we decided to leave it like this. The second one - it is fixed, but we test it now, not sure it is work fine. We'll move this fix on production soon.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Oh, also i noticed that .masterbanks no more controlled by mod folder, is that going to be editable in next versions?

Update on this issue. It works well now, I just checked on production client. Make sure you get the last update on your client. Now .masterbanks definitely controlled by mod folder.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Update on this issue. It works well now, I just checked on production client. Make sure you get the last update on your client. Now .masterbanks definitely controlled by mod folder.

Ok, i'll check it

The second one - it is fixed, but we test it now, not sure it is work fine. We'll move this fix on production soon.

Thank you very much for your time and effort!

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Ok, i'll check it

Hello! We found that something works wrong in mod sound banks loading. I hope today we'll find out what's wrong, and will fix it asap. I'll let you know when we'll figure out what's wrong exactly.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

The problem in outdated version of this project. Some events now have different GUIDs. We loading events by GUID, not by string names. So, that's why some sounds not found. We can fix this problem for you only with actualisation of this project repo. I'll do this asap! The problem is - we just moved on new Fmod Studio version - 2.00.09 (on develop version of client), so it pointless, to publish this project in 1.10.17 version. But now on production version still 1.10.17.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

The problem in outdated version of this project. Some events now have different GUIDs. We loading events by GUID, not by string names. So, that's why some sounds not found. We can fix this problem for you only with actualisation of this project repo. I'll do this asap! The problem is - we just moved on new Fmod Studio version - 2.00.09 (on develop version of client), so it pointless, to publish this project in 1.10.17 version. But now on production version still 1.10.17.

Just wanted to write about it, probably that's why custom mixer setting doesn't work, only un-touched vanilla ones (from 1.97 version) which more than acceptable, since eq is fine here.
I wonder, how 2.0 version will improve sounds art/tech wise?

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

In Fmod 2.0 Firelight team added a lot of cool features

Ah i read those while ago, but got it.

Regarding features, how do you see improving city/urban echo? Currently it so random, like you standing near road sign or small house and it can be fully turned on, i think this is the most underrated feature in audio. I think some kind of trigger right in the town/city would fit more than such procedural system. The transition is also very sharp from 0 to 1.
Oh, also any plans on adding more additional echoes? Most battles happens not only in cities/town but in woods/forests.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Sure we will. With new features it will be much easier now. Actually, in WT this feature not so important, this is not FPS, so we have very restricted cpu resourses on reverberation system.

Found another issue, not sure if that's intentional, it's related to tank hit sounds to armor.

I just noticed that all hit sounds for tank were reworked, but i never noticed them in battles!
We have 2 kind of hits:
1 for player tank and 2 for ai
ai hits intended (i guess) when you hear other tanks shooting to enemies/teammates, but that's not happens
You can hear ai hits only from your own shots.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

ai hits intended (i guess) when you hear other tanks shooting to enemies/teammates, but that's not happens

Hello! No, ai hits sound events is only for your shots on enemies. It works now how it's intended to be. But, yes, I want to make enemies and allies to hit each other with ai hit sound. This is in work plans on future. Thank you for your attention )

BTW, I followed your recomendations and just made a new engine sounds for M60 Patton. And separated tanks withM60 engines form tanks with Sherman engines, according to your engines sound list. So, it will be on production cirquit in two weeks, I think. Thanks for your assistance )

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Hello! No, ai hits sound events is only for your shots on enemies. It works now how it's intended to be. But, yes, I want to make enemies and allies to hit each other with ai hit sound. This is in work plans on future. Thank you for your attention )

That's what i thought at first glance, good to know.

BTW, I followed your recomendations and just made a new engine sounds for M60 Patton. And separated tanks withM60 engines form tanks with Sherman engines, according to your engines sound list. So, it will be on production cirquit in two weeks, I think. Thanks for your assistance )

OKAY, This is epic ;) Glad to know that my little contribution did something special!

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

OKAY, This is epic ;) Glad to know that my little contribution did something special!

Hello! Can you please give me a hand with one question? I found a very good recordings of a russian vehicle BRDM-2, ZMZ-41 engine, V8, 5,5 l, gasoline. This engine usually was used on military all-terrain vehicles. Where can we use it, on what vehicles?

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Hello! Can you please give me a hand with one question? I found a very good recordings of a russian vehicle BRDM-2, ZMZ-41 engine, V8, 5,5 l, gasoline. This engine usually was used on military all-terrain vehicles. Where can we use it, on what vehicles?

Heyo, i'm afraid that this is the only thing that using one engine for half-track GAZ-41 and BRDM family, however roots are coming from GAZ-11 which used by T-60, T-70, SU76, SU76m, ZIS-3, BM-8-24

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Hello! Can you please give me a hand with one question? I found a very good recordings of a russian vehicle BRDM-2, ZMZ-41 engine, V8, 5,5 l, gasoline. This engine usually was used on military all-terrain vehicles. Where can we use it, on what vehicles?

Heyo, it's nice to see you adding new engines, much thanks!
I have a question though, it's sounded before - will we see in near future or in next patches different ai engines for tanks? Or still something with technical difficulties?

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Definitely yes, but not so soon, there are will be much work to do.

Alrighty, good to know.

Oh almost forgot, another thing that puzzles me, will helicopters receive ai sounds per heli model (not exactly individual)? Right now they are sharing same 3 events (piston, default and small one)

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Oh almost forgot, another thing that puzzles me, will helicopters receive ai sounds per heli model (not exactly individual)? Right now they are sharing same 3 events (piston, default and small one)

Mmm, I don't think it is necessary. As far as I know, helis sound almost the same from afar.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Mmm, I don't think it is necessary. As far as I know, helis sound almost the same from afar.

It might seem at first glance but not. Because of different blades and rotor speed each of them has unique sounding especially Russian Mi-24 with it's aggressive noise
1- https://www.youtube.com/watch?v=L6mSIE88CVU
2- https://www.youtube.com/watch?v=peIpBZmztgs
US Helis tend to sound more smoother and less noisy
https://www.youtube.com/watch?v=eDvSrMnL-8M
https://www.youtube.com/watch?v=q0qKJ4Tev1c
No sure if ai ka-50 in game, but just in case from side it sounds different too
https://www.youtube.com/watch?v=uaRBeXBHdY4

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Mmm, I don't think it is necessary. As far as I know, helis sound almost the same from afar.

It might seem at first glance but not. Because of different blades and rotor speed each of them has unique sounding especially Russian Mi-24 with it's aggressive noise
1- https://www.youtube.com/watch?v=L6mSIE88CVU
2- https://www.youtube.com/watch?v=peIpBZmztgs
US Helis tend to sound more smoother and less noisy
https://www.youtube.com/watch?v=eDvSrMnL-8M
https://www.youtube.com/watch?v=q0qKJ4Tev1c
No sure if ai ka-50 in game, but just in case from side it sounds different too
https://www.youtube.com/watch?v=uaRBeXBHdY4

Sure, and it is implemented for player's helis, but for allies/enemies, I think it is ok. We'll see, it is not important task for now, anyway. Thank you for suggestion! I'll keep it.

from fmod_studio_warthunder_for_modders.

YamashiroKai avatar YamashiroKai commented on July 20, 2024

I would also like to point out that with the Char B1 the 75mm and 47mm use the same sound.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

I would also like to point out that with the Char B1 the 75mm and 47mm use the same sound.

Good spot!

Sure, and it is implemented for player's helis, but for allies/enemies, I think it is ok. We'll see, it is not important task for now, anyway. Thank you for suggestion! I'll keep it.

Found one issue related to explosions (not sure if it was inteded), previously we had parts_explosion when player/enemy tank respawns, now it shares with generic tank explosion (destroy).

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

I would also like to point out that with the Char B1 the 75mm and 47mm use the same sound.

Thanks, I'll check it.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Hello! The project has been updated. Now it needs Fmod Studio 2.00.09.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Hello! The project has been updated. Now it needs Fmod Studio 2.00.09.

Heyo, is it 2.0 compatible or i should transfer from 1.17 to 2.0?

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Hello! Well, older sound banks will work in game with fmod 2.00.09, but, due to fmod api changes, it will work not correcr. It is highly recommended to transfer your project to fmod 2.00.09 version.

Alrighty, switched to 2.0 version but this issue still exists (again, not sure if it was intentional)

Found one issue related to explosions (not sure if it was inteded), previously we had parts_explosion when player/enemy tank respawns, now it shares with generic tank explosion (destroy).

On un-related note, do you have any plans expanding reload sounds? I really liking current approach of sounds, but that would be top notch if low-calibers tanks had their own reload sounds. Or simply separate 37/50/100/150mm reloads, especially ww2 tanks with autoloaders (which currently is very underrated such as Amx family)

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

Found one issue related to explosions (not sure if it was inteded), previously we had parts_explosion when player/enemy tank respawns, now it shares with generic tank explosion (destroy).

Hello! I'm not sure, why are you considered this an issue? parts_explosion launches when there are some parts exploded, and destroy event launches when vehicle destroyed - I don't see any issue.

On un-related note, do you have any plans expanding reload sounds? I really liking current approach of sounds, but that would be top notch if low-calibers tanks had their own reload sounds. Or simply separate 37/50/100/150mm reloads, especially ww2 tanks with autoloaders (which currently is very underrated such as Amx family)

Sure, we will ) This work already in plans, thank you for your attention to details )

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Sure, we will ) This work already in plans, thank you for your attention to details )

💪

parts_explosion launches when there are some parts exploded, and destroy event launches when vehicle destroyed - I don't see any issue.

The thing is parts_explosion is no more using anything, since Fmod designer it was used for any vehicle that respawns (that explosion when model disappears) Destroy was used for actual explosion after ammo rack for example or after j out. Now when tank or any any vehicle respawns from dead state it uses Destroy event instead of part_explosion.

from fmod_studio_warthunder_for_modders.

Uchuujin01 avatar Uchuujin01 commented on July 20, 2024

The thing is parts_explosion is no more using anything, since Fmod designer it was used for any vehicle that respawns (that explosion when model disappears) Destroy was used for actual explosion after ammo rack for example or after j out. Now when tank or any any vehicle respawns from dead state it uses Destroy event instead of part_explosion.

No, parts_explosion used now for destroyed parts of vehicle. And yes, destroy event uses as you wrote. I think that's how it should be.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

No, parts_explosion used now for destroyed parts of vehicle. And yes, destroy event uses as you wrote. I think that's how it should be.

Alrighty so this is not bug or issue.
Personally i really like sfx for explosion, especially this one, it's a great sound reward for killing tanks, but when it comes to flanking or when you playing alone - respawning vehicles nearby you with big loud explosion distracts more than plane overhead.
Parts_explosion had pretty subtle sound when vehicle respawns, that's why i thought it's a bug.
I recorded video just in case (first seconds cutted out, no idea why ;c .First seconds is actual explosion, second one when tank respawns - used exactly same event)
https://youtu.be/R7D4yyWFizc

Also found weird behaviour with engines, more like rpm thingy but not sure, noticed it reaally long time ago, couldn't find best example of it.
I tried to mod t-72 engine and found weird thing with rpm - offload, in editor you can edit seek speed, so offload will go off slower or faster for true life-like engine, but it seems game ignores seek speed values, i tried to test it with maximum seek speed, but it's all the same in game.
I thought something wrong with mod, so launched it with vanilla and same thing is here:
https://youtu.be/U7q9lYZu76s
It's basically with all ground vehicles, but t-72 the best example since it has distinct offload sounds.

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Heyo, nice sound update, really liking those ATGM flybys.
But only one thing i mentioned earlier, flares that uses helis and planes attached to ATGM rocket sound, and makes ultra weird noises.
https://www.youtube.com/watch?v=Yc19XYQzjqc

from fmod_studio_warthunder_for_modders.

787992 avatar 787992 commented on July 20, 2024

Nvm, apparently everything have been fixed

from fmod_studio_warthunder_for_modders.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.