Euro Truck Simulator 2

Euro Truck Simulator 2

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I just tried to learn FMOD to make a voice navigation mod
now I want to perish immediately. :apex_gibraltar::apex_gibraltar::apex_gibraltar::apex_gibraltar:
Originally posted by madman:
Make sure to do this:

1) Use the recommended FMOD Studio version and latest non-beta template (currently for game version 1.43). Look here: https://modding.scssoft.com/wiki/Documentation/Engine/Sound/Downloads

2) Always working a new sound project from empty template. Do not starting by modify ready-made projects (i.e. from example projects).

3) Always create a new bank under "bank" tab for each new project. Do not use "master" bank.

4) Assign all events to your project's bank, not "master" bank.

5) For GPS navigation, create all events at the root event folder. Do not create them under any folders.

6) For GPS navigation, assign all events to "/game/navigation" audio bus on "Mixer Routing" window.

7) Always use the guids file generated from your project.

8) GPS navigation still uses event names from older (pre-FMOD) era. The list of sound names that associated to events can be seen here: https://modding.scssoft.com/wiki/Documentation/Engine/Units/sound_data_voice_navigation (under sound data folder -> file prefix).
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Showing 1-6 of 6 comments
Please describe the mod
Don't perish
Originally posted by Sandhill:
Please describe the mod
Don't perish

I used the Terry Crews voice lines from Waze for ETS2 voice navigation :jawagrin:

If I preview it in game, it works, but when it comes to driving, it doesn't.

Back to the drawing board :llama:
May 13, 2022 @ 6:09pm 
Originally posted by Shia, The Golden God:
If I preview it in game, it works, but when it comes to driving, it doesn't.
Look at the game.log file for any clue of errors. All sound related assets shouldn't compressed in order the game is able to load them in stream mode. When pack them out as your mod, use "store" mode instead of deflate, particularly everything under "/sound" folder.
Originally posted by madman:
Originally posted by Shia, The Golden God:
If I preview it in game, it works, but when it comes to driving, it doesn't.
Look at the game.log file for any clue of errors. All sound related assets shouldn't compressed in order the game is able to load them in stream mode. When pack them out as your mod, use "store" mode instead of deflate, particularly everything under "/sound" folder.

This helps a bunch, thank you.

Looks like I'm getting a few 'unable to find event' errors :/

'00:02:51.675 : <ERROR> [sound] Unable to found event 'prepare_turn_left' in the bank '/sound/navigation/english_terrycrews.bank'!'

Which is odd, because I have all the separate events listed in FMOD.
The author of this thread has indicated that this post answers the original topic.
May 15, 2022 @ 3:56am 
Make sure to do this:

1) Use the recommended FMOD Studio version and latest non-beta template (currently for game version 1.43). Look here: https://modding.scssoft.com/wiki/Documentation/Engine/Sound/Downloads

2) Always working a new sound project from empty template. Do not starting by modify ready-made projects (i.e. from example projects).

3) Always create a new bank under "bank" tab for each new project. Do not use "master" bank.

4) Assign all events to your project's bank, not "master" bank.

5) For GPS navigation, create all events at the root event folder. Do not create them under any folders.

6) For GPS navigation, assign all events to "/game/navigation" audio bus on "Mixer Routing" window.

7) Always use the guids file generated from your project.

8) GPS navigation still uses event names from older (pre-FMOD) era. The list of sound names that associated to events can be seen here: https://modding.scssoft.com/wiki/Documentation/Engine/Units/sound_data_voice_navigation (under sound data folder -> file prefix).
Originally posted by madman:
Make sure to do this:

1) Use the recommended FMOD Studio version and latest non-beta template (currently for game version 1.43). Look here: https://modding.scssoft.com/wiki/Documentation/Engine/Sound/Downloads

2) Always working a new sound project from empty template. Do not starting by modify ready-made projects (i.e. from example projects).

3) Always create a new bank under "bank" tab for each new project. Do not use "master" bank.

4) Assign all events to your project's bank, not "master" bank.

5) For GPS navigation, create all events at the root event folder. Do not create them under any folders.

6) For GPS navigation, assign all events to "/game/navigation" audio bus on "Mixer Routing" window.

7) Always use the guids file generated from your project.

8) GPS navigation still uses event names from older (pre-FMOD) era. The list of sound names that associated to events can be seen here: https://modding.scssoft.com/wiki/Documentation/Engine/Units/sound_data_voice_navigation (under sound data folder -> file prefix).

I really appreciate the help on this, for whatever reason I'm unable to get it to work. I'm just gonna call it a day.
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Date Posted: May 13, 2022 @ 10:20am
Posts: 6