Ambient Sounds

I only know a little bit sorry.
You need to build a wall along the areas of the track you wish to have sounds.
Open up the wall into whatever shape you require, about the size of the xgmt's. or a grandstand etc.
, Set the object properties,
From memory don't display object, no collision, no shadows. no hat etc
then create a new material, Copy a material ( concrete ) then add the material name for sound which eludes me SORRY...( edit see below posts)... Check other tracks for the material name.... or maybe some one Knows.
( my sim stuff is on my laptop which is dead :-( ) anyway once you have done that it should work.
double check the material names in 3dsimed. I'm not sure if the material needs animation settings or whether there are entries in the trk file under the object reference..... Still a bit of home work to do but that's as much as i know so far :wink:..... I'm also pretty sure that all the sims are capable of sounds on track... Just need the material settings.....
 
Here's the material name for the speakers and horns in RFactor, I just found an old copy of simed!
Process is still the same....
 

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  • RF horns.jpg
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New it was some where!!!! Ok actually the the material can be anything (grass in this case, but with concrete texture.) It's all in the name so, there will be entries in the trk or scn file for these


Scn from RF for the attached pics........


.....Instance=horn009
{
Render=False Special2=(2) VisGroups=(34)
MeshFile=horn009.GMT CollTarget=False HATTarget=False
}
Instance=crowdsound06
{
Render=False Special2=(1) VisGroups=(34)
MeshFile=crowdsound06.gmt CollTarget=False HATTarget=False
}

you will need to redo the gmt naming with simed, add the new info to the scn file and away we go!

:smile: look forward to a noisy track!
I was adding sound walls to a few of my tracks before the lappy died :-( lol. also, thanks, you spurd me on to find out how to finish em! lol


P.s these are for Rfactor....... and Sorry, if you can decipher all of the above you should be right! lol


N.B Just an after thought, I'm guessing that the number in brackets in the scn, ( Special2=(1) ) is related to which sound is called...... Anyone Know the relation to the wave files.....


I probably should add, Thanks to the NOS Development Team for the above references.
 

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These lines can be added to any track object’s instance


Special2=(1) \\is
a Crowd Sound (Plays ambient sound \"fans_normal_1.wav\")

Special2=(2)

an Air horn (Seems to play randomly ambient sounds from \"air_horns_1.wav ~air_horns_3.wav\")

Special2=(6)

The announcer (Plays ambient sound \"announcer_1.wav\")

Other numbers:


Special2=(5)

Used to be reverb (for under tunnels, etc.), but I'm pretty sure it doesn't work anymore, as the sound library interface changed and we weren't using it ...

Special2=(7)

Plays a sound when somebody enters the pit \"ambient\pithorn.wav\"

This is from a modding tutorial i was given some time ago
 
Thanks for the info Festa_PWR and legendsatlunch
I know it's not all that hard to add code to a scn file, but it would be sweet to be able to do this through BTB. If one put "fans_normal_1.wav" into their track dir would it pick up that file or go straight to sounds/ambient and pick that one? I'm currently using a custom racegroove.tga which i just placed in my track dir so it might be a similar situation?


 
To be able to do it through BTB, Brendon would have to allow some of the output files to retain their original names.
Which in itself would be a god send! It could benefit allot of things. Easier object grouping, File name specific GMT effects as above, and just a tidier end product. It isn't hard to do with simed but gets confusing as the venue grows! lol
Not sure about the wave file but it probably should work, then you could have custom sound files!
Get someone to yell "BOO" into the first corner! lol that'd be priceless!:biggrin:

all the bic files for boards are in the track folder too so you might be right!

Hey Max! Cheers I'll catch up shortly! :biggrin:
 
Maniak,
If you have a grandstand, build a wall in front of it, follow what I wrote in the first post for Object properties
Then export the track, open the scn
copy

///////////// Crowds \\\\\\\\\\\\\\\\

Instance=crowdsound01
{
Render=False Special2=(1) VisGroups=(34)
MeshFile=crowdsound01.gmt CollTarget=False HATTarget=False
}


, paste it into your tracks scn file. generally above the xsector entries.
Important: Remove the entry for the original wall.
Rename the wall gmt to ' crowdsound01.gmt '
No. relating to the No. of walls. making sure the name matches the scn entry.
Delete your hat file and test.
Hope it works. don't forget to set the object properties. good luck!
note you don't need to create a new texture for the wall as the material settings are irrelevant in this case
ie grass being used in the one above. they are just like the xgmts

Re Reading Festa's post, you can add the Special2=(#) entries to any object in the scn file..
Nothing special to do just copy and paste......
 
Thanks a lot for the explanation, finally i got it working.

But one very important thing ist missing, which made me crazy for at least one day.
The Sounds, you can do with Special2=(1) (crowd) and Special2=(2) (horns) do only work, when you start a "Race Weekend". In a weekend they also work in the practice session.
These sounds don´t appear when you start a single practice day.

The Special2=(6) (announcer) works in every mode.

Here you can listen to them.

Here you can see, what i finally added to the .scn file (atmo means crowdsound, hupen means horns)

// Sounds begin

// VisGroups=(192) = only to hear in race and warmup
// VisGroups=(64) = only to hear in qualifying, race and warmup

Instance=atmo_0
{
Render=False Special2=(1)
MeshFile=atmo_0.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=atmo_1
{
Render=False Special2=(1)
MeshFile=atmo_1.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=atmo_2
{
Render=False Special2=(1)
MeshFile=atmo_2.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=atmo_3
{
Render=False Special2=(1)
MeshFile=atmo_3.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=atmo_4
{
Render=False Special2=(1)
MeshFile=atmo_4.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=atmo_5
{
Render=False Special2=(1)
MeshFile=atmo_5.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=hupen_0
{
Render=False Special2=(2) VisGroups=(64)
MeshFile=hupen_0.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=hupen_1
{
Render=False Special2=(2) VisGroups=(192)
MeshFile=hupen_1.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}

Instance=hupen_2
{
Render=False Special2=(2) VisGroups=(64)
MeshFile=hupen_2.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=hupen_3
{
Render=False Special2=(2) VisGroups=(192)
MeshFile=hupen_3.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=hupen_4
{
Render=False Special2=(2) VisGroups=(192)
MeshFile=hupen_4.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}
Instance=announcer_0
{
Render=False Special2=(6) VisGroups=(64)
MeshFile=announcer_0.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}

// Sounds end
 
This is my workaround for adding ambient sounds to rFactor just with BTB and notepad.

Once you know it, it´s very easy to do it.
There´s really nothing more to do than adding the parameter Special2=(*) to the object in the scn file you would like to be a "loudspeaker" or "loudspeaker wall". These could also be visible objects.

But after exporting from BTB to rF you don´t know which object is which cause they´re all named unique (obj_*.gmt)
I did the following:

1. Make a copy of your track projekt, open the trackcopy with BTB and delete all objects, sobjects, and walls. Be sure there´s nothing left except the track and the terrain.

2. Add simple walls, where you want to have your sounds for crowd.

3. Export the track

4. Pick the exported wall.gmt´s and rename them like i.e. crowdsound_0.gmt, crowdsound_1.gmt, ....

5. Do the same (from step 2) for the horns and for the announcer (pit sound)

6. Copy this (or similar) code to your scn file:



Instance=crowdsound_0
{
Render=False Special2=(1)
MeshFile=crowdsound_0.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}

Instance=crowdsound_1
{
Render=False Special2=(1)
MeshFile=crowdsound_1.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}


Instance=horns_0
{
Render=False Special2=(2)
MeshFile=horns_0.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}

Instance=horns_1
{
Render=False Special2=(2)
MeshFile=horns_1.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}


Instance=announcer_0
{
Render=False Special2=(6)
MeshFile=announcer_0.gmt CollTarget=False HATTarget=False ShadowReceiver=False
}


Ready !


And don´t forget: crowsound and horns do only work in a race weekend, not in a practice day
Besides: The sounds even don´t appear, when your trackdetail settings in rF are too low.
 

Hi,

thx legendsatlunch for the great help!
The tracks are much better with ambient sounds!!!

Mmh, just one question. I was wondering that the sounds sometimes don't work.
I guess it must be because of the gmt-objects.
Are the sounds loops, so that they sometimes appear and sometimes don't?
Or are the gmt-objects describing an "area", and when a car drives to this "area" the soundfile is triggered?
With area i mean the used place of the wall (length etc) :)
 
I just happened to be reading this:
http://www.rfactorcentral.com/detail.cfm?ID=Track Building Tutorial 2.6
(download link is further down)

The only "custom" sounds you can really do are road and collision sounds. There's an example in Lienz.tdf, search for "InsideColl" and "OutsideColl", and note that you can only have one special collision sound per track. Same with "InsideRoad" and "OutsideRoad", which are special road noises.
 

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