Sounds diference

Discussion in 'Technical & Support' started by Rastas, Oct 21, 2017.

  1. Rastas

    Rastas Registered

    Joined:
    Feb 17, 2017
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    Is there any diference in the sound engine from devmod to single player,because i having a hard time getting the same sound in single player that i have in devmod....
    Most of the problem is the last sample in POWER and the engine himself is diferent.
    Scrip below

    // inside coasting
    VS_INSIDE_COAST_ENGINE_1=0.90,Evo_Sounds\File0012.wav
    VS_INSIDE_COAST_ENGINE_2=1.30,Evo_Sounds\File0015.wav
    VS_INSIDE_COAST_ENGINE_3=1.60,Evo_Sounds\File0013.wav
    VS_INSIDE_COAST_ENGINE_4=2.00,Evo_Sounds\File0014_B1.wav

    // inside on-throttle
    VS_INSIDE_POWER_ENGINE_1=0.90,Evo_Sounds\File0012.wav
    VS_INSIDE_POWER_ENGINE_2=1.30,Evo_Sounds\File0017.wav
    VS_INSIDE_POWER_ENGINE_3=1.60,Evo_Sounds\File0019.wav
    VS_INSIDE_POWER_ENGINE_4=2.20,Evo_Sounds\File0017.wav
    VS_INSIDE_POWER_ENGINE_5=2.30,Evo_Sounds\2jz_limiter.wav

    VS_INSIDE_ENGINE_STARTING=1.00,Evo_Sounds\File0021.wav

    // ENGINE (OUTSIDE)

    // outside coasting
    VS_OUTSIDE_COAST_ENGINE_1=1.00,Evo_Sounds\File0002.wav
    VS_OUTSIDE_COAST_ENGINE_2=1.50,Evo_Sounds\File0005.wav
    VS_OUTSIDE_COAST_ENGINE_3=2.00,Evo_Sounds\File0003.wav
    VS_OUTSIDE_COAST_ENGINE_4=2.20,Evo_Sounds\File0004_B1.wav

    // outside on-throttle
    VS_OUTSIDE_POWER_ENGINE_1=1.00,Evo_Sounds\File0002.wav
    VS_OUTSIDE_POWER_ENGINE_2=1.50,Evo_Sounds\File0009.wav
    VS_OUTSIDE_POWER_ENGINE_3=2.00,Evo_Sounds\File0010.wav
    VS_OUTSIDE_POWER_ENGINE_4=2.50,Evo_Sounds\File0008.wav
    VS_OUTSIDE_POWER_ENGINE_5=2.80,Evo_Sounds\2jz_limiter.wav

    VS_OUTSIDE_ENGINE_STARTING=1.00,Evo_Sounds\File0011.wav
    // ATTENUTATION
    EngineAttenInside=(1.0, 0, 1.0, 0.021) //(<range>,<oldShape>,<ambient>,<expShape>)
    EngineAttenOutside=(1.0, 0, 1.0, 0.01)

    ShiftAttenInside=(1.0, 0, 1.0, 0.021)
    ShiftAttenOutside=(1.0, 0, 1.0, 0.01)

    OtherAttenInside=(1.0, 0, 0.1, 0.022)
    OtherAttenOutside=(1.0, 0, 0.1, 0.01)

    playerEngineVolumeMinimum=0.5
    playerEngineVolumeThrottleFraction=0.7
    playerEngineVolumeRevFraction=0.6

    non-playerEngineVolumeMinimum=0.14
    non-playerEngineVolumeThrottleFraction=0.13
    non-playerEngineVolumeRevFraction=0.0

    // ENGINE THROTTLE-POSITION MIX
    EngineLoadBlendInside=(0.05,0.9) //(0.1,0.7)
    EngineLoadBlendOutside=(0.05,0.9) //(0.1,0.7)

    EngineRPMPowerInside=0
    {
    MinimumRPM=1.00 // above zero, but low enough to hear engine stall
    MaximumRPM=2500.00 // must overlap properly
    NaturalRPM=2300.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerInside=1
    {
    MinimumRPM=1497.00 // must overlap properly
    MaximumRPM=5000.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerInside=2
    {
    MinimumRPM=4001.00 // must overlap properly
    MaximumRPM=7500.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerInside=3
    {
    MinimumRPM=6501.00 // must overlap properly
    MaximumRPM=8310.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerInside=4
    {
    MinimumRPM=7900.00 // must overlap properly
    MaximumRPM=8600.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastInside=0
    {
    MinimumRPM=1.00 // above zero, but low enough to hear engine stall
    MaximumRPM=3500.00 // must overlap properly
    NaturalRPM=2300.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastInside=1
    {
    MinimumRPM=2497.00 // must overlap properly
    MaximumRPM=4500.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastInside=2
    {
    MinimumRPM=3501.00 // must overlap properly
    MaximumRPM=7000.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastInside=3
    {
    MinimumRPM=6501.00 // must overlap properly
    MaximumRPM=8600.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }


    EngineRPMPowerOutside=0
    {
    MinimumRPM=1.00 // above zero, but low enough to hear engine stall
    MaximumRPM=2500.00 // must overlap properly
    NaturalRPM=2300.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerOutside=1
    {
    MinimumRPM=1497.00 // must overlap properly
    MaximumRPM=4500.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerOutside=2
    {
    MinimumRPM=3501.00 // must overlap properly
    MaximumRPM=7500.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerOutside=3
    {
    MinimumRPM=5501.00 // must overlap properly
    MaximumRPM=8310.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMPowerOutside=4
    {
    MinimumRPM=8080.00 // must overlap properly
    MaximumRPM=8600.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastOutside=0
    {
    MinimumRPM=1.00 // above zero, but low enough to hear engine stall
    MaximumRPM=3500.00 // must overlap properly
    NaturalRPM=2300.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastOutside=1
    {
    MinimumRPM=2497.00 // must overlap properly
    MaximumRPM=4500.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastOutside=2
    {
    MinimumRPM=3501.00 // must overlap properly
    MaximumRPM=7000.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }

    EngineRPMCoastOutside=3
    {
    MinimumRPM=6501.00 // must overlap properly
    MaximumRPM=8500.00 // must overlap properly
    NaturalRPM=4600.00 // engine RPM at which sample was recorded
    }
     

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