Sounds

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

string
type
Name of the node where the windbuffet sound will play

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.

number
type
1
default
Sets the strength of the vehicle’s interior sound filter
Usually set to around 0.28 in the car’s body, then further increased by the “$+cabinFilterCoef” modifier used on each part that encloses the cabin, until it reaches around 1 with all of them combined.
string/boolean
type
Overrides the vehicle’s generic impact sound event

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.

string/boolean
type
Overrides the vehicle’s metal impact sound event

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.

string/boolean
type
Overrides the vehicle’s plastic impact sound event

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.

string/boolean
type
Overrides the vehicle’s generic break sound event

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.

string/boolean
type
Overrides the vehicle’s metal scrape sound event

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.

string/boolean
type
Overrides the vehicle’s plastic scrape sound event

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.

string/boolean
type
Overrides the vehicle’s wind sound event

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.

number
type
1
default
Adjusts the curve of the impact sound volume
With lower numbers, low force impacts of heavy nodes will be quieter, but high force ones will still be loud. Useful when using high node weight values (>10kg).

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
},
Last modified: 18/4/2024 10:46

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