nossr50 Posted January 23, 2015 Share Posted January 23, 2015 (edited) Use the WAV file format Finding that sounds for your mod are silent in game but work in FMOD? Well it might be due to the file format of those sounds. Just spent at least 2 hours trying to figure out why my custom audio wasn't working with my current mod. It seems the game engine for DS does not like playing MP3 files, but WAV files are fine (I used Audacity to convert). I probably should've known better since WAV is universally supported, but lesson learned. The path to your sound is the internal path in the FMOD project The tutorials confused me a little bit about paths, remapping, etc... it turns out the path you need to use is the internal path FMOD has for that particular event which can be gotten using "Copy Path" by right clicking the event. Example Path: tunnel/common/closeExample Code: inst.SoundEmitter:PlaySound("tunnel/common/close") List .fev and .fsb files as assets This can be done at the top of prefabs or other files, in the case of this example I put this at the top of my prefab for a module called 'tunnel.lua' and actually played the sounds in a stategraph file, but you can play the sound from the prefab or whatever as well as well. Example CodeAssets = { Asset("ATLAS", "images/inventoryimages/tunnel.xml"), --Ignore this bit Asset("SOUNDPACKAGE", "sound/tunnel.fev"), --These get 'built' by FMOD Asset("SOUND", "sound/tunnel.fsb"), --These get 'built' by FMOD} Edited January 23, 2015 by nossr50 Link to comment https://forums.kleientertainment.com/forums/topic/49586-psa-use-wav-file-format-for-fmod-projects-silent-custom-audio-fix/ Share on other sites More sharing options...
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