hey, I have a question if it would be possible to provide a link to the FMOD project template and an example of the FMOD project because these links are not working without it i don't have how to make mod thanks nice tutorial
only thing you can is extract and get sounds in the bank file for that there are 2 programs you can use which is bank extractor that you download here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YhJcW-EkX34.html and fmod bank tool that I forgot the download link
@@SlavJerry it's okay, i had to turn on the file extensions in the file browser, it didn't allow me to edit in the name if it was a .txt, .guids etc. but its fixed now.
1. check that sound definition and/or reference is referenced to bank file you exported 2. (pretty normal mistake) make sure you archieved file with store method 3. make sure you use right engine in the game 4. make sure the engine have sound definition
@@SlavJerry THANK YOU! I was literally pulling out my hair because I did the sound bank properly and it works when tested in FMOD Studio, but for some reason it won't sound in game. I've spent countless nights trying to figure out what's wrong, checked and rechecked the soundref and config files a million times and tried re-exporting the bank over and over, but it turns out, no. 2 worked for me. You're a godsend, thank you again
@@randomuserofyoutube09 all I can help you now is check that -curves in load parameter arent missing -no other parameters that mute loaded track -you didnt mute loaded track in timeline -sounds in loaded track are looped and didnt mute or if you want to fix all problem just start over
@@RudiKeersemaker I doubt something has changed in latest version btw ETS2 and ATS currently only compatible with fmod 2.02.05 and 2.01.05 so be aware of that
@@Elexier08 it is still the same method in any versions, which is right click at black area that written "Logic Tracks" and click "Add Loop Region" btw you must use v2.02.05 and not any newer nor older for 1.43x
@@SlavJerry I try to make a replace interior sounds in mod by nimit with .wav archives of truck game but when i replace that ther car has not sound. Do you know something?
Hey, does anyone here know how to make a .Soundref type of file in FMOD? Or atleast have any links explaining how to do that, because im trying to make a horn mod but it only makes the .bank file type and guids file type when im finish with it
so here's how to do soundref files (in this case horn soundref) 1. create new file named sound_horn.soundref or any other name 2. in soundref type source="/sound/truck/[bank name].bank#horn/[horn event name]" 3. get in sound.sui of cabin and look at horn line then replace with /def/vehicle/truck/[truck def]/cabin/sound_horn.soundref
@@SlavJerry it says in the console [sound] Failed to initialize sound '/sound/truck/air_horn/scania2.soundref'. about 6 times and i have tried to fix it but i cant get it to work, in fmod do i have to have specific folders like for an example. Truck/Vehicle/Scania.rs/horn like that for RJL? cuz i only have horn/ and then my horn sound there in events and in banks i have the name of the sound scania2 and horn/ horn sound
Hey man, would you happen to know the ranges and pitch configs for the vanilla ATS caterpillar c15? I'm trying to replicate a specific rpm range to make a pseudo-CVT engine-transmission config. Ty in advance.