The Sounds section is used to override, modify or disable certain sounds. It is most useful for props to change their impact sounds, and to modify the vehicle interior muffling coefficient.
Optional arguments
When not specified, the location will default to the same location as the horn sound node. When that is not specified either, it will fall back to the vehicle’s main refNode.
The location should be set up exactly centered on X axis, in front of the hood camera, unless the camera itself is the furthest point in front of the vehicle. It should be ideally a stiffly mounted node on the vehicle body, close to the front of the hood. For most cars, a node in the middle top of radiator support will work well, but it should be tuned on an individual basis per vehicle.
Using an event path will override the sound with the one provided by the event.
Using “false” will disable the sound altogether.
The list of all usable event paths can be found in the World Editor: Window > Audio > SFX Previewer.
Using an event path will override the sound with the one provided by the event.
Using “false” will disable the sound altogether.
The list of all usable event paths can be found in the World Editor: Window > Audio > SFX Previewer.
Using an event path will override the sound with the one provided by the event.
Using “false” will disable the sound altogether.
The list of all usable event paths can be found in the World Editor: Window > Audio > SFX Previewer.
Using an event path will override the sound with the one provided by the event.
Using “false” will disable the sound altogether.
The list of all usable event paths can be found in the World Editor: Window > Audio > SFX Previewer.
Using an event path will override the sound with the one provided by the event.
Using “false” will disable the sound altogether.
The list of all usable event paths can be found in the World Editor: Window > Audio > SFX Previewer.
Using an event path will override the sound with the one provided by the event.
Using “false” will disable the sound altogether.
The list of all usable event paths can be found in the World Editor: Window > Audio > SFX Previewer.
Using an event path will override the sound with the one provided by the event.
Using “false” will disable the sound altogether.
The list of all usable event paths can be found in the World Editor: Window > Audio > SFX Previewer.
Simple Example
Overriding and disabling some sounds for a prop
"sounds": {
"impactMetal":"event:>Destruction>Props>ball_impact"
"impactPlastic":"event:>Destruction>Props>ball_impact"
"impactGeneric":"event:>Destruction>Props>ball_impact"
"breakGeneric":"event:>Destruction>Props>ball_impact"
"wind":false
"scrapeMetal":false
"scrapePlastic":false
},
Adjusting impact sound volume for a prop with very high nodeWeight (~400kg)
"sounds": {
"impactSoundVolumeCoef":0.01,
},
Advanced Example
Setting up the base cabin filter coefficient
"sounds": {
"cabinFilterCoef": 0.28
},
Increasing it for each additional part that covers the passenger compartment
"sounds": {
"$+cabinFilterCoef": 0.03
},