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Good afternoon, I would like to create ambient sounds first and then programmed ones, so those three things are essential, right? Just three things: .wav file and two blueprints Ambient Audio Control and Sound Blueprint.

 

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image.thumb.png.63e5177712eb78fd76a7ca8421b6cfa6.png

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https://simtogether.com/forums/topic/2786-create-ambient-sounds/
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Geometry is the shape that you see in the game. The .igs file

 

What I mean, is what you do, is you add the .igs to the sound blueprint. That is wrong.

 

You add the .igs to the .xml and inside the .xml the sound blueprint is referenced. Just compare with my files and see what is different. Check the screenshots of the 3 steps and pay close attention.

 

I'm tired now. I have to sleep for a bit.

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1 minute ago, Dwarsligger said:

Geometry is the shape that you see in the game. The .igs file

 

What I mean, is what you do, is you add the .igs to the sound blueprint. That is wrong.

 

You add the .igs to the .xml and inside the .xml the sound blueprint is referenced. Just compare with my files and see what is different. Check the screenshots of the 3 steps and pay close attention.

 

I'm tired now. I have to sleep for a bit.

I understand you, I think you mean to edit the xml file in the new location, right?

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XML calls IGS and another XML. That other XML calls the audio. Audio is last in the chain and NOT first. Please read.

 

Carefully examine my files. I can't explain anymore right now. I've been awake for 2 days. I'm going down. Good evening and bye. Maybe I'll show it on video tomorrow.

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1 minute ago, Dwarsligger said:

XML calls IGS and another XML. That other XML calls the audio. Audio is last in the chain and NOT first. Please read.

 

Carefully examine my files. I can't explain anymore right now. I've been awake for 2 days. I'm going down. Good evening and bye. Maybe I'll show it on video tomorrow.

I understand that you should rest and regain your strength for tomorrow. I am in favor of having an explanatory video.

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The igs in the sound BP is only visable in the TSC edit mode.

It is a placing tool but not the visable real object.


if you use a real object with sound, the sound  BP is than a child object of that real object.

 

 

image.png

see also the 3 steps from Dwarsligger

https://simtogether.com/forums/topic/2786-create-ambient-sounds/page/2/


Starting with;

If you enter geometry there, it will only appear in the editor. That is for sounds without visible geometry.

 

Have you actually studied my files?

 

READ CLOSELY. WATCH THE RED ARROWS AND CIRCLES. PAY ATTENTION

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Yes, I understand you, but in the game and not the BPE2 testing there is only the sound but without the mesh, so I am doing something wrong, the rest that the user told me is perfect.

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Sorry, i do not understand .
you make a real object BP  Let's say an airplane
the sound  blueprint is the motor sound 
you add the motor sound BP xml file as a child object to the airplane bp


i think you don't know what a child object is and how it is used

 

 

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One last time. If you still have questions, don't ask them, but read again.

 

If it doesn't work, you should give up and accept that sound is too difficult for you. Can't show it to you any simpler.

 

STEP 1: SCENERY BLUEPRINT WITH CHILD OBJECT.

 

01.png.145bc7f1663c4165525642199cdc8bda.png

 

STEP 2: SOUND BLUEPRINT WITHOUT (!!!!!!!!!!!) IGS FILE

 

02.png.ba777d15acda77170b64d842a6a8ba61.png

 

Did you put an .igs file in here? If so, remove it.

 

STEP 3: SOUND BLUEPRINT a.k.a. AMBIENT AUDIO CONTROL

 

03.png.a3902ef38282d10c9aa38a5838a96cdb.png

 

STEP 4: ENTER CORRECT VALUES IN THE RANDOM ONE-SHOT (last arrow on previous image)

 

04.png.0cc9b156cb93aeafb78247d7f7dac0c1.png

 

I think the arrow might be a bit small, but I hope you see them. Do it exactly like this.

 

If you understand it now, read my first explanation again until you understand it completely. If you still don't understand, give up.

 

Like I said before, I don't want to be a jerk, but you don't understand even the simplest of things. It's very tiring for me to explain things like this. I have nothing personal against you, and I don't want to make you feel stupid, but just READ, for f*#k's sake.

 

Good luck, and remember, if you have questions, don't ask them, but read again! Look at the pictures and try to see what the arrows are pointing to and why that's important. Good luck, and I truly wish you well.

Edited by Dwarsligger
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I'm very sorry, but keep in mind that I'm very slow and hardly any user from Spain wants to help me. It's true that there's little that can be done if what I comment is just text and no screenshots, but seeing what you've said, as a last resort I have to record a video of what I do from start to finish without comments, only when I do the sound test.

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8 hours ago, Sjef61 said:

Go for it @Ter160. 😉

I would like you to understand that I do not want to give up, quite a few years late I started with Blender after installing TSC, but the low availability, slowness as well as blockages, cause delays in each doubt I have, as always one by one. Not only you, Sjef61 but also Dwarsligger

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If you don't want to give up then just keep reading until you understand. Nothing more I can do for you until you understand the concepts "child blueprint" and "don't add geometry to the sound blueprint if you want it to appear in-game."

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It is very difficult for us to make it clearer and easier for you.
we even provided 2 different examples that work.
You can use that as a guideline.
but you keep making the same mistake.

Have you noticed that you can add additional assets to each asset you create?
that extra asset is called a child object. 
In this case a sound object/asset

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27 minutes ago, Sjef61 said:

It is very difficult for us to make it clearer and easier for you.
we even provided 2 different examples that work.
You can use that as a guideline.
but you keep making the same mistake.

Have you noticed that you can add additional assets to each asset you create?
that extra asset is called a child object. 
In this case a sound object/assetI

I understand you both perfectly.

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31 minutes ago, Sjef61 said:

Ok, what is the situation now?

 

 

Well, I think that perhaps the non-appearance is due to the fact that I don't know how to point to the sound marker that the TSC comes with from the factory, or else that I don't put all the Sounds on the same route where the igs mesh is.

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Sjef, he's asking how to alias to that marker that goes into the geometry field inside the sound blueprint when you make sounds without visual geometry.

 

Meaning he's entering a .igs file into the sound blueprint... 🤣🤣🤣🤣

Edited by Dwarsligger
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@Dwarsligger
Yes, in my example i did add an igs but that is for a stand alone sound ambiant marker.
In your example you did not do that  as  it is a child object for a real asset in TSC
that puzzled him I  think…

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16 hours ago, Sjef61 said:

@Dwarsligger
Yes, in my example i did add an igs but that is for a stand alone sound ambiant marker.
In your example you did not do that  as  it is a child object for a real asset in TSC
that puzzled him I  think…

Although Dwarsligger says that that capture is wrong to put the igs mesh in the sound blueprint, the mesh appears, I think it is because if I have the mesh in a different location to the added sounds it is obvious that it does not appear. I don't want you to take it the wrong way, I'm not a bad person, but I have my difficulties.

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The IGS in your sound BP is not Needed as the sound BP  is a child object voor another asset.

That  IGS you have to put it in a new scenery PB if you want it visible in TSC.

And in the new scenery PB you have to add the sound BP as a child object.

 

 

 

 

 

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4 hours ago, Sjef61 said:

The IGS in your sound BP is not Needed as the sound BP  is a child object voor another asset.

That  IGS you have to put it in a new scenery PB if you want it visible in TSC.

And in the new scenery PB you have to add the sound BP as a child object.

 

 

 

 

 

I finally understood it, but the thing about the igs file in the sound blueprint, even though the user Dwarsligger says it is wrong or incorrect, only makes the speaker appear or disappear.

 

The igs file not added

 

image.thumb.png.ff0aeb0f9094ad046219b5e87dedcdb4.png

 

Result:

 

20250212235911_1.jpg.b9889d36df91c2db37cdd532e54889b3.jpg

 

With the igs file Speaker added:

 

image.thumb.png.c4e45223391ce7707086b0ba90566d1f.png

 

Result:

 

20250208121031_1.jpg.9ff82fb5254e5faa376a033ef3821557.jpg

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