https://live.warthunder.com/contribution_agreement/?lang=en
This repository contains the Fmod Studio project for War Thunder. This project allows you to create sound modifications. The project doesn’t include crew chat, other monologues, and music. To save space, assets are compressed into vorbis format in the .ogg container (extensions renamed to .wav to preserve the integrity of the original sound event). To keep the project work in the game you shouldn't change sound events names, and the structure of their location in the project. Also, do not change the structure of the mixer buses.
Actual Fmod Studio version - 2.02.14
Important notice: In this repository we added compressed assets (with losses, ogg, vorbis) in order to decrease the size of repository (originally over 20 Gb). This project is intended to use with not compressed assets (wav, 44100 Hz, 16bit for example), because it has global compression settings (vorbis, 37% quality). If compressed again, already compressed assets will loose sound quality a lot, and may sound with audible metallic overtone.
https://live.warthunder.com/contribution_agreement/?lang=ru
Данный репозиторий содержит проект Fmod Studio для игры War Thunder. На его основе можно создавать звуковые модификации. В проект не включены реплики экипажей, прочие монологи, музыка. Ассеты, в целях экономии места, сжаты в формат vorbis в контейнере ogg (расширения переименованы в wav для сохранения целостности исходного звукового ивента). Для работоспособности проекта в игре не надо менять имена звуковых ивентов, и структуру их расположения в проекте. Так же не надо менять структуру шин микшера.
Актуальная версия Fmod Studio - 2.02.22
Важно: В репозиторий добавлены ассеты, сжатые с потерями (ogg, vorbis). Это сделано для того, чтобы уменьшить объем ассетов, в не сжатом виде он превышает 20 Гб. То есть проект предназначен для работы с не сжатыми ассетами (wav, например 44100 Гц, 16 бит), поскольку в нем выставлены глобальные настройки сжатия (vorbis, качество 37%). Повторно сжатые ассеты сильно теряют в качестве, и могут звучать с заметным металлическим призвуком.
Fmod Studio version changed to 2.02.22. Some new events added, the way of tank crew voices processing changed.
We decided to revert some work on SaD sound due to strong negative feedback of players. Reverted sound assets: explosion, far tank shots, m61 vulcan, gau12. Reverted mixer view items: return bus for distorted voice processing (ground crew), reverb for internal view. Also rolled back radio noise sounds for ground crew messages.
UPDATE: crew sound banks names changed, _new suffixes has been removed.
Added sounds events for the new weapons. Added sends from aircraft AI engines sounds to the new Return bus for the jet flanger sound effect. Added Return bus for ground crew dialogs.
Added sounds events for the new weapons and engines.
Added sounds events for the new weapons and engines. Added US naval crew voices. Added German tank crew voices. Several new sound events added (like missile fly by sounds, aircraft control devices sounds, ect.). Tank crew radio static noises moved to separate sound bank.
Still not all tank crew voices sound assets added, the work is in progress.
Fmod Studio version changed to 2.02.14. New helicopters engines sound events added for all main helicopters series. Additional quick "T" messages added.
Still not all tank crew voices sound asssets added, the work is in progress. Not added US Naval crew voices, the work is in progress. Ground vehicles engines sound assets not updated to the latest version, the work is in progress.
Added new ground vehicles and naval vessels crew sound events. Also added all languages banks for naval crew and English UK, English US, Russian languages banks. Added new snapshot for ground vehicles with open turret, "tank_open", works like snapshot "tank". Added several new sound events: for btr80a engine, for radiator damage, for type 23L cannon.
Added several new sound events for the new tech. Some sound assets (explosions, cannon shots, etc) hads been updated.
Added several new sound events for the new tech.
Added several new sound events for the new tech.
Nothing special about this update, just new ground vehicles engines sound events, F-14 engine sound event, miscellaneous events.
The major feature of this uipdate is deviding every bank file on two: on assets banks (.assets.bank) and meta-data banks (.bank). This made by switching corresponding flag in project build sessings. Also, there are some name changes of dialogs sound banks.
Added new jet engines sound events. Added new jet fly by sound assets, ground cannons sound assets, and some other sound assets.
Nothing special about this update. Just some new sound events and minor tweaks.
Update: Added German localisation for voice messages and commands.
This update got the new automatic weapon sound system, and new automatic weapon sound events, for all in-game vehicles. In a nutshell, it is a kind of loop mode, but with an element of a granular synthesis. You can read about how you can switch the support of sound modification between old and new weapon sound systems here:
EN: https://wiki.warthunder.com/Sound_modifications
The main feature of this update - there is no more hangar.bank, all sound events distributed between other fmod banks (make sure you have no old hangar.bank in your mod folder, it can lead to random consequences, like super-loud sounds). Also, now we have more ground vehicles tracks sound events, and several new sound events, like pjojectiles camera for naval battles, ground vehicles suspension hits, etc.
Now you can try rapid fire with "Ctrl+," shortcut. Update fmod project and run Script->Reload menu command. Then, choose weapon sound event that contains on_shot parameter, press Play, and hit "Ctrl+,". You also will be able to adjust fire rate from 0 to 2000 rpm.
The main feature of this project is aircraft weapon sound generation system, now it is oneshot instead of looping mode. But, still you can switch between looping and oneshot system, by typing useLoopsForGunSound:b=yes in sound{} block of config.blk.
PS: hangar.bank still contains music events, that's bad news. But, I'm about to get rid of it in the next major update.
High fire rate weapon sound events forming method changed from loop to one shot. Note: now you can choose automatic weapon sound events forming method (loop/oneshot) by adding in config.blk in sound{} block this string: useLoopsForGunSound:b=yes
09.04.2020 - Added fmod project version related to major patch 1.97.1.X
Fmod Studio version - 1.10.17