Hello Chris! I can happily report the problem has been FIXED!! Thank you so much! I know you don't accept coins on your coffee jar, but if there is anything we can contribute/show our appreciation we would love if you could let us show it! Thanks again SO MUCH for all you do for the community!
Thank you. I'm drinking too much Coffee now already. For me, it's enough Recognition, to see that the Tools are used and when Problems get reported, it's even better. In that Way i see that it worths the Work.
Just used the updated sound tool for the first time. Works a lot better now! Congrats and great job! I didn't have any noticeable bugs pop up. Not a bug but there isn't a "Home" button to take you back to the home screen after you are done with the tool I did think of a few possible additions. Not sure if anybody else would agree if they are worth it. #1. Not all .sfx are formatted properly or they may not have some of the updated sounds listed. Easy to fix by going back and editing the .sfx and reuploading. But if the .wav values were in an editable text box, it might be do able without having to go back into the .sfx #2. Is there thoughts of adding in the engine RPM blends? It would be really cool to be able to add a live view chart, similar to what was listed in the Dev Guide. It might help some people with finding some sound issues or edit a few things. Just my thoughts for now. Thanks again for all your hard work! I have a few sound files to redo
Hello Chris (too many Chris's here ), can you please upload the SFX File, with that you get the Entries in the above Screenshot? I want to check, why the WIND NOISE wav File Name wasn't extracted properly. And is that also the SFX File with that you don't get the "Home" Button? I just checked it and i get that Button, so it must be related to the uploaded File. To use editable txt Fields for all Sound Files is no Problem (just "a bit" of new Code that has to be added) and what i did for the Wiper Sound already. One Point why i didn't do it for all wav Files, is, that it raises the Risk of entered Text, that is not valid. I also thought about a Routine, that only displays the Sections for the Sounds that are present in the SFX File. But because the Entry .wav, where no Sound File was found, doesn't throws an Error in the main Game, i left it as it is. It is always a Balancing of the Pros and Cons. The Charts for the Sound Blending ...... because it's a Conversion Tool, i thought that Nobody would convert a not working SFX File, so that such Things are not necessary. And to see a Chart of a not working Blending, doesn't really help or does it? If the Blending does not work properly, a Chart can not show you where the Problem is, except of the Case where it's completely messed up. But even then, you would have to test-test-test anyway.
Home Button - Might be an error on my end. When I span my resolution to my triple screens, for some reason, my start menu will show over the window. In this case, I believe the start menu was over the "Home" button. My apologies SFX - I should be able to get it for you. I know it was a GTR2 sound file. Not sure if that might be it, but it did seem like it had a typo
It would be great if you could find it. It interests me, how the original Entry looks like, that i can add a Routine to avoid such "Misreadings". And GTR2 *.aud and rF SFX Files have the same Structure, so that doesn't matters.
Just as an Information about the Sound SFX -> JSON Converter: Due to a wrong extracted Sound File, that was shown on a Screenshot uploaded by @Chris Lesperance, i've added a Routine to the Tool, that compares the Count of Sound Definitions VS_... and the Count of .wav in the uploaded File. If the Number is different, i display a Message about it and give the User the Choice to ignore it or not. A different Count will probably lead to an improper Conversion. And you can also upload GTR2 *.aud Files now.
Hi Chris, We currently have a tool for .SFX to .JSON but is it possible to just upload a .JSON and make changes to the file? Your script does an excellent job of highlighting between cockpit and external, and it breaks down each component of the file wonderfully. I would like to be able to simply upload a .JSON sound file, have it read my current values, and then allow me to edit them and populate a .JSON with the changes.
I'm in agreement here. That is why I was thinking of having the chart and text boxes. It does not seem to be too far off of being a creation tool instead of a conversion tool.
@Pales and @Chris Lesperance I think i did mention it somewhere here already, that the main Problem for me, to write a Script that loads a Sound JSON File in a usable Way, are the Brackets. To detect the single Sections, i would need a clearly "Start" and "End" of a Section. For Example, when i extract the RpM and Nm Values of a rF1 Engine.ini, i search for everything that is between "RPMTorque=(" and ")". As one Result i only get the Content in the Brackets, that i can "explode" by the Comma, that separates the Values and so i get 3 single Values, with that i can work. It's not that easy in a Sound JSON File. It probably should be no Problem to get clearly Start Points, but the End Point is the Problem. Between the opening Bracket of the Start Point of a Section and the closing Bracket of the Section, can be X Brackets and to be honest, whenever i make a new Try, after 10 Minutes i only see Brackets, lose the Overview and give up.
Just as an Information: i'm still trying (unsuccesfully) to write a Sound JSON File Editor Script and just to see/do something else inbetween, i added the Possibility to have editable Fields for the wav Files, in the SFX -> JSON Converter Tool, as it was requested.
Just as an Information: I've added a new Video, that shows the Conversion of the rFactor 1 FormulaIS to rFactor 2. It hope it's helpful.
Thank you, i just have seen that the Error Messages are not visible, because i forgot to run the DevMode in Windowed Mode... So i hope it is OK as it is.
Just as an Information: due to a User Request, i've added a new Video, that shows how you can check and edit (if necessary) the Suspension of a rF1 Car. I would recommend to do that, if you want to convert a Car by using my online Tools. In rF1 exist a lot of Cars with rigid rear Axles and there are also different "Constructions" of them. My Script uses the Calculations from the Michael Borda Spreadsheet 0.220, which was the newest, when i wrote the Script. And because that was made for the "4 double Wishbones Model", where each Wheel has to have 2 Wishbones, it can result in not working generated Files in some Cases, when you upload the PM File of such a Car. The Link to the rF1 Suspension Editor is in the Description of the Video. It is SuspEdit2 Build 20, made by Taufik Pumomosidi.