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How to create a sound marker for RW?


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Good morning, I have been generating ambient sounds for a long time and I seem to remember that apart from having the .dav, proxyxml and bin files generated, it is necessary with all that the need for a sound marker for any scenario or route of the game, well, I do not know how to do it. Perhaps create a mesh with blender and export to igs format.

 

Screenshot: Audio marker to get

 

Sound marker for Stage or RW Route to get.PNG

Edited by Ter160
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13 minuten geleden, Ter160 zei:

 

Yes, but I think there is no mesh created

Yes, there is.

A simple one.

Snap 2022-08-08 at 18.51.30.jpgSnap 2022-08-08 at 19.17.00.jpgSnap 2022-08-08 at 18.54.42.jpgSnap 2022-08-08 at 19.17.26.jpg

 

 

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The correct path for the creation and export of ambient sounds to RW, having created the Source and Provider folders, is it one of the following? Name of the object that will have sound\Scenery\Audio\audios .wav + mesh, Scenery\Audio\Name of the object that will have sound or simply Audio\Name of the object that will have sound, I don't know which of the previous paths is correct, 

 

I know that the question is only about how to create an audio marker for the stage/game route, if the question I am asking is not correct, tell me and I will open a new topic

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I would like you to review what I have done with the ambient sounds, so among other things you tell me how to obtain the .bin and .proxyxml files, I think that is what their extensions are called to obtain in the blueprint editor

 

Colección de sonidos exportados con fichero xml ambient audio control y sound blueprint.PNG

Configuración dudosa xml Sound Blueprint.PNG

Edited by Ter160
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See working example files with all needed Blueprints and where located

(Ook intresant voor andere?)

 

Edited by Sjef61
files removed.
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The result to be obtained would be that when placing the modeled markup and exported to igs in the game, the sound included in it would be heard, which is not going, Maybe I should record it and show you the video, since in a screenshot the result is that there is only the sound mesh but it is not shown if there is or not its reproduction.

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The idea is to obtain the sound marker that is included in the RW and to be able to modify the sound path so that it points to the .wav audio file. The sound market for default is this:

 

 

Sound marker for Stage or RW Route to get.PNG

Edited by Ter160
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