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Fmod studio project for War Thunder sound modders
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The game ignores load values from fmod #86

Open 787992 opened 2 years ago

787992 commented 2 years ago

@Uchuujin01 Greetings!

I'd like to mention this issue once more, it's been fixed a while ago, but still present in last few patches. Not sure if this intended or not, but this is really getting difficult remaking engines. No matter what load values in fmod, the game uses it's own values and it's extremely slow.

Un-related, can we expect "tracking mode" for tank player sounds (at least engine/cannon/reload) in the next major update? That would be incredible neat and useful.

EDIT: Almost forgot kinda annoying issue regarding "ai" tank engines, i'm not sure what's going on, but recently ally/enemy engine sounds started overlapping each other when too many tanks on the scene, all settings are vanilla and playbacks are set to "further" Sometimes , when more than 5 or 7 tanks on the scene, the sound fighting each other and turns off/on on specific tanks Any tips to fix that, or this is engine limitations?

Uchuujin01 commented 2 years ago

Hello! Can you explain or give an example video, what exactly do you mean by "No matter what load values in fmod, the game uses it's own values and it's extremely slow."? I really don't understand, sorry.

"Un-related, can we expect "tracking mode" for tank player sounds (at least engine/cannon/reload) in the next major update? That would be incredible neat and useful." - If I understand you right, tracking mode for engines sounds already exist. For cannons and reloadings, I'm not sure, why should it be in traking mode?

"EDIT: Almost forgot kinda annoying issue regarding "ai" tank engines, i'm not sure what's going on, but recently ally/enemy engine sounds started overlapping each other when too many tanks on the scene, all settings are vanilla and playbacks are set to "further" Sometimes , when more than 5 or 7 tanks on the scene, the sound fighting each other and turns off/on on specific tanks Any tips to fix that, or this is engine limitations?"

We working on this problem, will do our best to solve it with major update. If it will not, feel free to write here and describe the problem. Thanks!

787992 commented 2 years ago

I really don't understand, sorry.

My bad explaining it wrong. Basically the load param itself. image "Seek Speed" value for when your RPM and load resetting to idle or vice verse reaching to max RPM. So, the game completely ignores that values, even if i set it to instant, i set it to 0.60 but in the game it feels like 0.20 or so.

For cannons and reloadings, I'm not sure, why should it be in traking mode?

This is huge field for improvement. For example, after you made a shot and switching view from interior to exterior, would be great to not hear fallen casing, like left that detail only for sight view, would be really neat, but it's impossible due to sound emitter dosn't stick in one place. Or vice versa, you made a shot and switching from exterior to interior and hearing fallen casing will be satisfactory. It's all possible with distance tweaks, but the sound emitter will move away, once you move forward, or make a shot while driving.

Same could be for reloads, I absolutely adore the new reload sounds and noted some samples for the interior view, by making it distance based, like interior/exterior reloads, that will defenitely make shooting from sight view a little bit unique.

We working on this problem, will do our best to solve it with major update. If it will not, feel free to write here and describe the problem. Thanks!

Sure thing, I will make stress tests after update hits.

RadonSound commented 2 years ago

"when more than 5 or 7 tanks on the scene, the sound fighting each other and turns off/on on specific tanks Any tips to fix that, or this is engine limitations"

Has this maybe something to do with the Instances in fmod? the [Max Instances] for the engines bus (ai) in Mixer is set to 5 . I don't know if this could fix something by set it higher (correct me if im wrong)

787992 commented 2 years ago

Has this maybe something to do with the Instances in fmod? the [Max Instances] for the engines bus (ai) in Mixer is set to 5 . I don't know if this could fix something by set it higher (correct me if im wrong)

"Well yes, but actually no". In the game it's hardcoded up to 6 engines, when more tanks in the scene than this number, sounds keep fighting each other turning on/off specific sounds for specific tanks, deciding what sound to steal and making some tanks completely silent. Also observing same problem in planes, when too many planes on airfield, but it's not that critical than tanks, especially when silent tank flanking you, while 6-7 teammates nearby.

Uchuujin01 commented 2 years ago

""Seek Speed" value for when your RPM and load resetting to idle or vice verse reaching to max RPM. So, the game completely ignores that values, even if i set it to instant, i set it to 0.60 but in the game it feels like 0.20 or so."

I don't know what to say about it for now, i see rpm seek speed working as intended. Are you sure you are tweaking proper RPM parameter?

"This is huge field for improvement. For example, after you made a shot and switching view from interior to exterior, would be great to not hear fallen casing, like left that detail only for sight view, would be really neat, but it's impossible due to sound emitter dosn't stick in one place. Or vice versa, you made a shot and switching from exterior to interior and hearing fallen casing will be satisfactory. It's all possible with distance tweaks, but the sound emitter will move away, once you move forward, or make a shot while driving."

Switching between views doesn't depend on tracking mode. What you say can be possible just if we will spawn interior and exterior events simultaneously.

"Same could be for reloads, I absolutely adore the new reload sounds and noted some samples for the interior view, by making it distance based, like interior/exterior reloads, that will defenitely make shooting from sight view a little bit unique."

They already depend on Distance, no need of a tracking mode. BUT, now I made equal loudness on all distance range, intentionally. But you can make watever you want in your mod, of course.

""Well yes, but actually no". In the game it's hardcoded up to 6 engines, when more tanks in the scene than this number, sounds keep fighting each other turning on/off specific sounds for specific tanks, deciding what sound to steal and making some tanks completely silent."

Yes, this was made by the purpose, of course. We can't allow more than 6 sounds, and there is no need in more than 6. BUT, yes, now stealing works not allways as good as I want it to be ) I'll fix it.

787992 commented 2 years ago

I don't know what to say about it for now, i see rpm seek speed working as intended. Are you sure you are tweaking proper RPM parameter?

Granted, that was seek speed. Seems fixed in the Dev server, that was kinda annoying issue when you heard offload goes to idle extremely slow

Switching between views doesn't depend on tracking mode. What you say can be possible just if we will spawn interior and exterior events simultaneously.

It feels like i explained it badly, hah, my apologize. Maybe i used wrong term "tracking", since you mentioned it earlier, related to engines. This is still possible in current condition, my only gripe is that sound emitter goes away, once your tank is moving. It doesn't stay in one place, just like cannon shots.

So, say we have two type of reloads - exterior and interior. But in order it to work, you need to set distance. For example 0 to 5m that will be reload "interior" or close view from 5 to 30m that will be "exterior" or distant view, not sure what's hardcoded max distance, but i think 30m is enough

When your tank standing still it works as intended, yes i'm a bad drawer :)

Screenshot_6

But once you start moving or already driving, you will never hear interior sound, because of slight offset of sound emitter Screenshot_7

In fmod it looks like this:

image

Exactly the same applies to cannons, but i modified only interior version of each cannon, to mute shell casing once you switch to exterior view, but that behavior feels exactly the same as reload events.