fmod_studio_warthunder_for_modders
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New loop system in next patch?
@Uchuujin01 Wonder if this is something new, because all modded airplane guns & auto-cannon guns are silent with loops turned on
Most importantly how to make it to work with the new patch? Is it something like new slider?
Hello! All you need to do, with the new patch - is to add one new variable in config.blk, in sound{} block. I'll clarify this question later, tomorrow, ok?
I'll clarify this question later, tomorrow, ok?
Sure thing
btw, thanks for fixing stuff mentioned earlier in the next patch!
Hello! All you need to do, with the new patch - is to add one new variable in config.blk, in sound{} block. I'll clarify this question later, tomorrow, ok?
Looks like patch will drop tomorrow, what's the new config line?
Hello! About modification of sound loop system. We have two parameters: useLoopsForGunSound and useLoopsForGMGunSound. They should be in config.blk, in sound{} block. useLoopsForGunSound:b = true - this means that aircraft weapon sounds in loop mode, but it starts with on_shot = 1, and sounds while on_shot = 1. useLoopsForGunSound:b = false - this means that aircraft weapon works in usual keyoff mode. When you pull the triger, sound events starts, when you release it - keyoff releases the event. By default will be "true" value.
useLoopsForGMGunSound:b = true - all surface vehivles weapon works in one-shot mode, on_shot parameter set to 1 and back to 0 every shot (current production algoritm). With "false" state it works just like "true" state of previous parameter - loop mode that initiates with on_shot = 1, and stops when on_shot sets back to "0".
It looks like a bit messy, but we tried to maintain compatibility with current aircraft and ground vehicles weapon modes.
It looks like a bit messy, but we tried to maintain compatibility with current aircraft and ground vehicles weapon modes.
Yeah, that's actually good to know :)
Hope, i understood everything clearly, and it should look like this?
Yes, like this, taking into account what type of weapon sound generating your mod maintains. After the major update these variables will be like this: useLoopsForGunSound:b = yes useLoopsForGMGunSound:b = no
So, in case your aircraft mode maintains regular loop mode, you should write useLoopsForGunSound:b = no. Or, if your mod is only about ground weapon, you can live useLoopsForGunSound:b in its default mode (no need to write it), and select only mode for useLoopsForGMGunSound:b.
Yes, like this, taking into account what type of weapon sound generating your mod maintains. After the major update these variables will be like this: useLoopsForGunSound:b = yes useLoopsForGMGunSound:b = no
So, in case your aircraft mode maintains regular loop mode, you should write useLoopsForGunSound:b = no. Or, if your mod is only about ground weapon, you can live useLoopsForGunSound:b in its default mode (no need to write it), and select only mode for useLoopsForGMGunSound:b.
It seems those lines are not included in new patch update, anything mentioned above doesn't work, and didn't appear in game files as new possible lines.
"It seems those lines are not included in new patch update" - they shouldn't be included, default values don't need to be typed.
Don't forget to enable mods, and type mentioned two variables. I'll check them on production version again just in case.
Yes, something went wrong, we're figuring out
I was mistaken, sorry, the default value for useLoopsForGunSound:b=no. So, you need "yes" value to make it work in regular loop mode. Variable for ground vehicles (useLoopsForGMGunSound) seems doesn't work, we're working on it.
I was mistaken, sorry, the default value for useLoopsForGunSound:b=no. So, you need "yes" value to make it work in regular loop mode.
Just in case, even old line useLoopsForGunSound:b=yes doesn't work. tested on airplanes which used old keyoff system, still muted
I double checked it in production version, works for me, "useLoopsForGunSound:b=yes" switches aircraft guns in regular keyoff mode.
Be sure you added "mod" folder. New vanilla sounds with "useLoopsForGunSound:b=yes" will not play.
useLoopsForGMGunSound - our fault in configs, will be fixed this on text day
I double checked it in production version, works for me, "useLoopsForGunSound:b=yes" switches aircraft guns in regular keyoff mode.
Are you sure, that the whole event structure for planes weren't re-created with new GUIDs? Because i can't get it to work with keyoff system nor on_shot.
- Tested with both lines (just in case second line will help)
- Tested "useLoopsForGunSound:b=yes" line alone with keyoff system
- Tested "useLoopsForGunSound:b=no" line alone with on_shot system
- Tested without any additional lines with keyoff system
- Tested without any additional lines with on_shot system
EDIT: With "useLoopsForGunSound:b=no" oneshot cannons are working (37mm-75mm etc.), but only for once - normal behaviour without loop system, keyoff system should stuck at sustain point and play and don't keyoff, however still muted
@Uchuujin01 Oh and just in case, the game also ignoring modded master.bank and using vanillas instead
Hello! I've checked master.bank - it successfully works in mod, not sure what's wrong with yours.
But, aircraft weapon definitely works wrong with useLoopsForGunSound:b=yes, sound event always destroyed just after the spawning.
But, useLoopsForGMGunSound:b now should work fine.
Hello! I've checked master.bank - it successfully works in mod, not sure what's wrong with yours.
Hey! Fixed itself somehow. (probably micro-patch)
But, useLoopsForGMGunSound:b now should work fine.
Well, checked it twice with same steps mentioned above and unfortunately it doesn't work, if those are having same GUIDs it definetely should work, but still muted.
The only few working are oneshot cannons, like 37mm flak36 and 37mm m1a2 no matter of "yes" or "no" in the config.
Hello! I've checked now - all variables work 100% fine. There was bugfix this miorning.
Hello! I've checked now - all variables work 100% fine. There was bugfix this miorning.
I don't really know what to add, it works but for planes oneshot 37mm-75mm cannons, before it sounded only once with loops set to "no". And were muted with set to "yes", now it works properly. But the rest planes MGs or cannons are still muted.
Exact same for tanks, all MGs and auto-cannons still muted, can't even say if it works or not, not even signs of life from these events, like bugged sounding or something, just muted.
I'll attach clog and dxgiag just in case 2021_09_13_14_23_45__932.zip
EDIT: I'm using keyoff system for planes and on_shot system for tanks just like previous patch. GMloops set to "no" (even with set to "yes" still muted)
It's all working for me now. Both air and ground gun loop sounds are working fine like before the update. For some reason the Nr-23's are muted only on some planes like Mig-15 / YaK-30 . The Nr-23 on Yak-15P works fine, did the others maybe received a new event?
Hello! I've checked now - all variables work 100% fine. There was bugfix this miorning.
I don't really know what to add, it works but for planes oneshot 37mm-75mm cannons, before it sounded only once with loops set to "no". And were muted with set to "yes", now it works properly. But the rest planes MGs or cannons are still muted.
Exact same for tanks, all MGs and auto-cannons still muted, can't even say if it works or not, not even signs of life from these events, like bugged sounding or something, just muted.
I'll attach clog and dxgiag just in case 2021_09_13_14_23_45__932.zip
EDIT: I'm using keyoff system for planes and on_shot system for tanks just like previous patch. GMloops set to "no" (even with set to "yes" still muted)
I'm afraid you doing something wrong. Maybe you haven't updated WT today? Just like @RadonSound says, those variables work, we checked them on production cirquit. Soon there will be an update in our WT wiki sound mod page, maybe you'll find something useful there.
It's all working for me now. Both air and ground gun loop sounds are working fine like before the update. For some reason the Nr-23's are muted only on some planes like Mig-15 / YaK-30 . The Nr-23 on Yak-15P works fine, did the others maybe received a new event?
Yes, for some cannons there are some new sound events. I'll update project repository asap, this week, if there will be no serious issues found with sound.
I'm afraid you doing something wrong. Maybe you haven't updated WT today? Just like @RadonSound says, those variables work, we checked them on production cirquit. Soon there will be an update in our WT wiki sound mod page, maybe you'll find something useful there.
Uhh, i don't really know what's going on, but quickly created mod with just one loop sample for all planes and all tank MGs (please check attached file) Not included in build cannons and auto-cannons
https://user-images.githubusercontent.com/63158562/133135905-9f249757-a7a0-4a66-8c27-749c1d6d3495.mp4
Everything works as intended in FMOD, however in the game still muted.
My config:
sound{ speakerMode:t="stereo" fmod_sound_enable:b=yes enable_mod:b=yes useLoopsForGunSound:b=yes useLoopsForGMGunSound:b=no }
Hello! If I may add more info to this. My current build of the mod which works with one_shot playback.
My sound part on my config.blk is like this:
sound{ speakerMode:t="auto" fmod_sound_enable:b=yes enable_mod:b=yes useLoopsForGMGunSound:b=no }
yet, my ground machine guns aren't playing at all.
I'm afraid you doing something wrong. Maybe you haven't updated WT today? Just like @RadonSound says, those variables work, we checked them on production cirquit. Soon there will be an update in our WT wiki sound mod page, maybe you'll find something useful there.
Uhh, i don't really know what's going on, but quickly created mod with just one loop sample for all planes and all tank MGs (please check attached file) Not included in build cannons and auto-cannons
loops.mp4 Everything works as intended in FMOD, however in the game still muted.
My config:
sound{ speakerMode:t="stereo" fmod_sound_enable:b=yes enable_mod:b=yes useLoopsForGunSound:b=yes useLoopsForGMGunSound:b=no }
I have also tested that loop test mod you posted and i don't see it working at all with that config setup... I am running latest version of game of 2.9.0.26
Here are my current settings that works for Air & Ground loops
Air
Ground
sound{ speakerMode:t="stereo" fmod_sound_enable:b=yes enable_mod:b=yes useLoopsForGunSound:b=yes useLoopsForGMGunSound:b=yes }
Not sure if that could help someone out.
I'm afraid you doing something wrong. Maybe you haven't updated WT today? Just like @RadonSound says, those variables work, we checked them on production cirquit. Soon there will be an update in our WT wiki sound mod page, maybe you'll find something useful there.
Uhh, i don't really know what's going on, but quickly created mod with just one loop sample for all planes and all tank MGs (please check attached file) Not included in build cannons and auto-cannons
loops.mp4 Everything works as intended in FMOD, however in the game still muted.
My config:
sound{ speakerMode:t="stereo" fmod_sound_enable:b=yes enable_mod:b=yes useLoopsForGunSound:b=yes useLoopsForGMGunSound:b=no }
Maybe the problem is in on_shot parameter, you don't need it with useLoopsForGunSound:b=yes. Try to get rid of it
Maybe the problem is in on_shot parameter, you don't need it with useLoopsForGunSound:b=yes. Try to get rid of it
I tried literally everything, no idea why it's still muted, i got confirmation from other modders that facing same problem.
Could you please test the mod i sent in previous message?
I know those variables actually impacts vanilla sounds, thus it's working, but when you use modded files, everything goes to mute state.
Here are my current settings that works for Air & Ground loops
Could you please record in-game clips, if it's actually working, maybe changed vanilla sounds mislead you?