GaijinEntertainment / fmod_studio_warthunder_for_modders

Fmod studio project for War Thunder sound modders
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Troubles with aircraft shooting in cockpit. (and question about engine sound) #135

Closed RadonSound closed 2 years ago

RadonSound commented 2 years ago

Hello²)

I don't know if i deleted something by mistake, but for some reason the weapon sounds for aircrafts doesn't have the "closed cockpit" effect anymore while shooting in cockpit view. On older projects, when i changed the weapon sound for instance "cannon_t_160_outside" , the same event played inside the cockpit but with the effect which sounds like in a closed cockpit (don't know the name) . Now the issue is, that both the outside view and cockpit view have the exact same sound. Did i messed something up?

Also a extra question, is there any way to make the engine sounds from tanks (outside) a bit more "dynamic" in other words give it a little more a surround sound effect?. I play with headset and i don't know why, but the engine sounds a bit flat and mono.

Thank you)

Uchuujin01 commented 2 years ago

Hello! I think, you might missed "cockpit" snapshot in fmod snapshot window. Or, you might destroyed Multiband EQ that controlled by this snapshot. I'll give you a screenshot later.

That's funny, most players complain about new trank engines (player's engines) because they are too wide. I even think about remade them in mono again. But, anyway, yes, you can make outside engine sounds of your tank more wide, in 3D Spatialiser on master section of sound event. And, your sound assets should be in wide stereo, of course.

RadonSound commented 2 years ago

I'll give you a screenshot later.

Thank you)) I've tried to search a fix with a second unedited project. Really need to learn how snapshots work in FMOD..

That's funny, most players complain about new trank engines (player's engines) because they are too wide. I even think about remade them in mono again. But, anyway, yes, you can make outside engine sounds of your tank more wide, in 3D Spatialiser on master section of sound event. And, your sound assets should be in wide stereo, of course.

Well, it happenend with the assets i added to the project. I wasn't complaining about it sorry, i was wondering because the sounds i use plays wide in WAV , but ingame they played a bit mono. But thank you for the hint with the 3D spatialiser)

Uchuujin01 commented 2 years ago

2022-07-18 12_09_39-sounds fspro_ - Mixer 2022-07-18 12_10_11-sounds fspro_ - Mixer

Uchuujin01 commented 2 years ago

See, this "cockpit" snapshot controls Multibang EQ, you should set cutoff frequency and low pass (LP) no one of it's eq layouts.

Uchuujin01 commented 2 years ago

Concerning 3D Spatialiser, you can add an automation to 2D/3D Mix, controlled by Distance, Like this:

Uchuujin01 commented 2 years ago

2022-07-18 12_13_43-sounds fspro_ - Event Editor

RadonSound commented 2 years ago

Thank you very much ♥) gonna check it today

RadonSound commented 2 years ago

It's all working now) no idea how i messed that up with the cockpit multiband