Hi guys, time for big news audio wise. As you know, we introduced the FMod middleware in an early (and bugged) stage. Since that moment, many Fmod versions have been released (with new features and awesome bugs), but we had no time to update our version, until now. Console feedback together with requests by modders gave us a "good excuse" to start a new two-men BIG challenge in a ridiculous amount of time.
We reworked the whole project and about 90% of the related code, making it easier to manage by us on the long term,
fixing bugs, making broken things work as expected and last but not least
improving performance and resource usage drastically. Does this new big update break current sound mods? Yes, but this time we want to face the problem in advance: we are releasing the new SDK one week before the public one, so modders can update their work in time for AC 1.9 release.
Of course new sounds banks cannot be tested in game until the public AC 1.9 release, but once out it's just a matter of volume balancing. Furthemore, you will find some new event folders in the project, so
you can mod almost everything audio wise. Hope you appreciate it.
Where to start?
If you want to start experimenting, please register/login and download FMod Studio 1.08.12:
www.fmod.org
This is the temporary link for the new updated AC SDK. Of course it will be available in the 1.9 update:
https://www.dropbox.com/s/c3h5cbdldv68qk2/ac_fmod_sdk_1_9.zip?dl=0
What's changed?
Quick premise:
we didn't rework every single sample since it would require years. Long story short:
we reworked the FMod interaction with the game.
Studio side, basically the mixing group structure, many distance attenuations, events output format (i.e. now the engine_int outputs as surround in the FMod deck, instead of the fake stereo pan curve. Furthermore the 3d panner is back), volumes and many other things changed. In order to proceed with a proper migration of their own project(s), modders should check every single event and compare theirs with the new ones of the provided project. Check 3d panner settings, volumes, curves, input and output format. Don't be scared, it needs 15 minutes per car. As said, the rest is volume balancing once the 1.9 update is out.
Code side, it was almost a
complete overhaul in order to achieve a better resource usage and overall performance, especially on long gameplay sessions and with many cars involved. Fmod version update was the only way to make some fixes and improvements possible. We could talk about this for hours, but we think that the huge changelog and your in-game experience will result in a better feedback.
We tested every possible condition with passion and effort, together with the enormous help of our dear betatesters and their precious feedback, in order to release an update without any major issues. Hope you'll enjoy our work and before someone asks:
room for improvement? As usual, but absolutely not in the time we spent for this update.
Suggestions?
1) Make a backup of your existing 1.05.14 project, so you can always revert to your current scenario;
2) Open your project with Fmod 1.08.12 and let it migrate, then save the new project;
3) READ THE PDF DOCUMENT PROVIDED WITH THE PROJECT EXAMPLE;
4) Open the new sdk project,
create a duplicated "tatuusfa1" folder (this is very important) and start working on that, don't touch the original one. Doing this way,
your GUIDs.txt will generate new keys that should avoid the problem when different modders release a sound set with same GUIDs.txt keys;
5) You can copy/paste events from your updated project to the example one. Done that, as said please check carefully every single event and its properties, updating them accordingly to the example car;
6) Volume suggestions: interior engine volume for official cars usually peaks to -9dB in the output mixer (Mixer window). Exterior sounds are a little bit louder (+1 / 1.5dB, depends of the car). In order to have a consistent behaviour between official and modded cars, please take this in account.
7) Be creative! Have fun!
8) Be aware: we don't care at all about ripped stuff of course, so don't ask about that.
Changelog (W.I.P.)
And last but not least, a quick preview of the current changelog, fmod related only:
- Fmod updated to 1.08.12
- Updated SDK for modders
- Removed reverb snapshot in the Fmod project
- General audio engine code cleaning and bug fixing
- Vastly improved Fmod resource usage
- Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Reworked code management for traction control and limiter events
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed load/coast smooth for AIs and multiplayer
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Added [VERSION] section in audio.ini
- Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations