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Fmod designer
Fmod designer












  1. #Fmod designer mod#
  2. #Fmod designer Patch#

That was done for better sound channels control.

  • Weapon system reworked, added "on_shot" parameter that triggers shot event.
  • #Fmod designer Patch#

    Added fmod project version related to major patch 1.97.1.X New dialog localisations (assets) will be added gradually with next commits. But, still you can switch between looping and oneshot system, by typing useLoopsForGunSound:b=yes in sound block this string: useLoopsForGunSound:b=yes - Fmod Studio project updated to "New Power" release state. The main feature of this project is aircraft weapon sound generation system, now it is oneshot instead of looping mode. You also will be able to adjust fire rate from 0 to 2000 rpm. Then, choose weapon sound event that contains on_shot parameter, press Play, and hit "Ctrl+,". Update fmod project and run Script->Reload menu command. Now you can try rapid fire with "Ctrl+," shortcut. Added custom script for weapon rapid fire tests. 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.

    #Fmod designer mod#

    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). You can read about how you can switch the support of sound modification between old and new weapon sound systems here: In a nutshell, it is a kind of loop mode, but with an element of a granular synthesis. This update got the new automatic weapon sound system, and new automatic weapon sound events, for all in-game vehicles. If compressed again, already compressed assets will loose sound quality a lot, and may sound with audible metallic overtone. 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). In this repository we added compressed assets (with losses, ogg, vorbis) in order to decrease the size of repository (originally over 20 Gb). Also, do not change the structure of the mixer buses. To keep the project work in the game you shouldn't change sound events names, and the structure of their location in the project. wav to preserve the integrity of the original sound event). To save space, assets are compressed into vorbis format in the. The project doesn’t include crew chat, other monologues, and music. This project allows you to create sound modifications. This repository contains the Fmod Studio project for War Thunder. BY USING THIS CONTENT YOU AGREE TO THE FOLLOWING CONTRIBUTION AGREEMENT














    Fmod designer