American Truck Simulator

American Truck Simulator

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Louder jake brakes
Louder jake brakes are gud
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Showing 1-14 of 14 comments
Trucker_71 Apr 2, 2019 @ 9:18am 
Edit the sound file of the offending jake brake (?)
HunterKiller (Banned) Apr 2, 2019 @ 10:04am 
Originally posted by John Lennon:
Louder jake brakes are gud
Yes



Originally posted by Trucker_71:
Edit the sound file of the offending jake brake (?)
Where's that located?
Trucker_71 Apr 2, 2019 @ 10:23am 
Do you have a sound editor? Do you have a file manager you can use to look for files? Open the sound files of the engine you are using, look for the jake brake sound, use your editor and raise the volume.
I believe there's a volume adjustment in one of the xxx.sii files too.
You need to investigate stuff on your own and not expect people to hand you everything. I knew nothing about this game when I got it. Looking around and checking stuff out is what you need to do to get familiar with how everything works.
Last edited by Trucker_71; Apr 2, 2019 @ 10:23am
Fury6 Apr 4, 2019 @ 5:44am 
Originally posted by Trucker_71:
Do you have a sound editor?[...]

May not be necessary.


Originally posted by Trucker_71:
[...] Do you have a file manager you can use to look for files?[...]

A file manager? Already built-in to the operating system. All ATS/ETS mods are, themselves, plain ZIP archives which also is handled automagically by the operating system (with some limitations). Mods with the .SCS extension just need to be renamed to the .ZIP extension (or even just append .ZIP to the end) in order for the operating system to handle them automatically.

A limitation of the Windows zip file handling implementation is that you can't directly edit files inside the archive. You'll have to copy the file you want to edit to some temporary location, then copy back into the archive after editing - or else and better still, just copy/extract the entire archive contents (preserving the filesystem structure) out into a folder of it's own in the game's 'mod' folder and edit at your leisure from there (which will also be recognised by the mod manager as a valid mod, if the filesystem structure is correctly maintained).
--

Originally posted by HunterKiller:
[...]
Originally posted by Trucker_71:
Edit the sound file of the offending jake brake (?)
Where's that located?

In the mod archive, you will *most likely* find the truck sound definitions in the subdirectory:
/def/vehicle/truck/<truckID>/sound

Depends though, the location can actually be practically anywhere as pointed to by the sound pointer array in the engine definition files. Most mods however, will likely stick to this location convention.

For each specific sound set there will be both an internal and external sound definition. These are plain text files and can be edited with any reasonable text editor.

In adjusting the jake sounds, the parameter you'll be looking for is the array:
engine_brake

In the definition block of the file you'll see the array's labels being defined - eg:
engine_brake[]: .eb0 engine_brake[]: .eb1 ... etc

(The array may have just a single element, or any number of them and be labelled practically anything)

Search down the file for that/those labels ('.eb0', '.eb1' in the example) to find the array definition blocks. The engine_brake array is a parameter of the 'sound_engine_data' type and it's definition block(s) will have the structure:
sound_engine_data: <label> { name: <full pathname to sound file> looped: <bool> is_2d: <bool> pitch_reference: <reference engine speed in RPM> min_rpm: <realnumber engine RPM value> max_rpm: <realnumber engine RPM value> volume: <realnumber volume level for this sound file> }

The value you (obviously) will want to change is the 'volume' parameter. It's actual in-game volume will depend on the sound file's normalised mean output amplitude, so if that is already on the low side (say, less than -3db) then it might be difficult to get the in-game sound level as high as you might want. In that case you will need, as Trucker_71 indicates above, a sound file editor/processor to re-normalise at a higher mean. Also, not all the parameters might be enumerated as given above, nor is there any particular order for them to appear.
--

The engine definition files *must* be located at the subdirectory (*or* a subdirectory immediately below):
/def/vehicle/truck/<truckID>/engine

The sound definition pointer (one for each of internal and external sound definition files) is the 'overrides' array, given as a string whose value is the full pathname to the sound definition files.

[edit1]
If the array 'defaults' is used for the sound definition pointer instead of the 'overrides' array, then that mod is *outdated* and considered misconfigured. Used as is, it is very likely to cause problems with truck sounds under certain conditions and circumstances (it may also work just fine outside those conditions, but... no guarantees) - (the effect of the problems this can cause is that *no* truck sounds *at all* will play, and this may or may not carry over to other engines and may or may not be reverted by changing to a properly configured engine/sound def combination).

[edit2]
You can update this yourself, simply replace the parameter name 'defaults' with 'overrides' in the engine definition file, then remove *all* the 'suitable_for' array definitions in the corresponding sound definition files.
Last edited by Fury6; Apr 4, 2019 @ 6:36am
Trucker_71 Apr 4, 2019 @ 8:13am 
No point in slamming me, most of my comments were dripping with sarcasm. But I'm sure he'll be happy with your in depth lesson, it saves him the bother of learning anything on his own.
HunterKiller (Banned) Apr 4, 2019 @ 8:53am 
Originally posted by Fury6:
Originally posted by Trucker_71:
Do you have a sound editor?[...]

May not be necessary.


Originally posted by Trucker_71:
[...] Do you have a file manager you can use to look for files?[...]

A file manager? Already built-in to the operating system. All ATS/ETS mods are, themselves, plain ZIP archives which also is handled automagically by the operating system (with some limitations). Mods with the .SCS extension just need to be renamed to the .ZIP extension (or even just append .ZIP to the end) in order for the operating system to handle them automatically.

A limitation of the Windows zip file handling implementation is that you can't directly edit files inside the archive. You'll have to copy the file you want to edit to some temporary location, then copy back into the archive after editing - or else and better still, just copy/extract the entire archive contents (preserving the filesystem structure) out into a folder of it's own in the game's 'mod' folder and edit at your leisure from there (which will also be recognised by the mod manager as a valid mod, if the filesystem structure is correctly maintained).
--

Originally posted by HunterKiller:
[...]

Where's that located?

In the mod archive, you will *most likely* find the truck sound definitions in the subdirectory:
/def/vehicle/truck/<truckID>/sound

Depends though, the location can actually be practically anywhere as pointed to by the sound pointer array in the engine definition files. Most mods however, will likely stick to this location convention.

For each specific sound set there will be both an internal and external sound definition. These are plain text files and can be edited with any reasonable text editor.

In adjusting the jake sounds, the parameter you'll be looking for is the array:
engine_brake

In the definition block of the file you'll see the array's labels being defined - eg:
engine_brake[]: .eb0 engine_brake[]: .eb1 ... etc

(The array may have just a single element, or any number of them and be labelled practically anything)

Search down the file for that/those labels ('.eb0', '.eb1' in the example) to find the array definition blocks. The engine_brake array is a parameter of the 'sound_engine_data' type and it's definition block(s) will have the structure:
sound_engine_data: <label> { name: <full pathname to sound file> looped: <bool> is_2d: <bool> pitch_reference: <reference engine speed in RPM> min_rpm: <realnumber engine RPM value> max_rpm: <realnumber engine RPM value> volume: <realnumber volume level for this sound file> }

The value you (obviously) will want to change is the 'volume' parameter. It's actual in-game volume will depend on the sound file's normalised mean output amplitude, so if that is already on the low side (say, less than -3db) then it might be difficult to get the in-game sound level as high as you might want. In that case you will need, as Trucker_71 indicates above, a sound file editor/processor to re-normalise at a higher mean. Also, not all the parameters might be enumerated as given above, nor is there any particular order for them to appear.
--

The engine definition files *must* be located at the subdirectory (*or* a subdirectory immediately below):
/def/vehicle/truck/<truckID>/engine

The sound definition pointer (one for each of internal and external sound definition files) is the 'overrides' array, given as a string whose value is the full pathname to the sound definition files.

[edit1]
If the array 'defaults' is used for the sound definition pointer instead of the 'overrides' array, then that mod is *outdated* and considered misconfigured. Used as is, it is very likely to cause problems with truck sounds under certain conditions and circumstances (it may also work just fine outside those conditions, but... no guarantees) - (the effect of the problems this can cause is that *no* truck sounds *at all* will play, and this may or may not carry over to other engines and may or may not be reverted by changing to a properly configured engine/sound def combination).

[edit2]
You can update this yourself, simply replace the parameter name 'defaults' with 'overrides' in the engine definition file, then remove *all* the 'suitable_for' array definitions in the corresponding sound definition files.
Thanks,I'll try this and see how much I screw it up. :D: J/k, Idk about a lot of this stuff unlike many people of today,that have been growing up doing this kind of stuff with games. Looks simple enough,though.
Fury6 Apr 4, 2019 @ 10:05am 
Originally posted by Trucker_71:
No point in slamming me, most of my comments were dripping with sarcasm. But I'm sure he'll be happy with your in depth lesson, it saves him the bother of learning anything on his own.

Slamming?
--

My post was an addendum, intended with all due respect (with a couple minor corrections/clarifications), no hostility intended.
Last edited by Fury6; Apr 4, 2019 @ 10:15am
Trucker_71 Apr 4, 2019 @ 10:35am 
Originally posted by Fury6:
Originally posted by Trucker_71:
Do you have a sound editor?[...]

May not be necessary.


Originally posted by Trucker_71:
[...] Do you have a file manager you can use to look for files?[...]

A file manager? Already built-in to the operating system.

Originally posted by HunterKiller:
[...]

Where's that located?

In the mod archive,

Slamming, yes, my comments were sarcasm aimed at the OP. You're quoting me like I'm the dummy.
Fury6 Apr 4, 2019 @ 10:37am 
Originally posted by Trucker_71:
Originally posted by Fury6:

May not be necessary.




A file manager? Already built-in to the operating system.



In the mod archive,

Slamming, yes, my comments were sarcasm aimed at the OP. You're quoting me like I'm the dummy.

If you say so.
HunterKiller (Banned) Apr 7, 2019 @ 1:32pm 
I don't have those files you mentioned. Nope,nada,zilch for finding them.
Robinicus Apr 7, 2019 @ 1:51pm 
They are there, you need to unpack the sii file for the truck....
HunterKiller (Banned) Apr 7, 2019 @ 2:44pm 
SiiNunit
{
accessory_sound_data : 3408.kenworth.w900a.esound
{
start: .start
stop: .stop
start_no_fuel: .startbad

engine[]: .e0
engine[]: .e1
engine[]: .e2
engine[]: .e3
engine[]: .e4

engine_load[]: .el0
engine_load[]: .el1
engine_load[]: .el2
engine_load[]: .el3

engine_nofuel[]: .enf0
engine_nofuel[]: .enf1
engine_nofuel[]: .enf2

turbo: .t

air_gear[0]: .airgear0
air_gear[1]: .airgear1
air_gear[2]: .airgear2

air_brake[0]: .airbrake0
air_brake[1]: .airbrake1
air_brake[2]: .airbrake2


engine_brake[]: .eb

horn: .horn
reverse: .reverse
change_gear: .changeg

exterior_sound: true

@include "/def/vehicle/truck/common_sound_ext.sui"

suitable_for[]: "3408.kenworth.w900a.engine"
suitable_for[]: "3408550.kenworth.w900a.engine"
}

sound_data: .start
{
name: "/sound/truck/3408w9/ext/engine_on.ogg"
looped: false
}

sound_data: .startbad
{
name: "/sound/truck/3408w9/ext/engine_on_bad.ogg"
looped: false
}


sound_data: .stop
{
name: "/sound/truck/3408w9/ext/engine_off.ogg"
looped: false
}

sound_engine_data: .e0
{
name: "/sound/truck/3408w9/ext/500rpm.ogg"

looped: true

pitch_reference: 600

min_rpm: 300.0
max_rpm: 7800.0
volume: 1.50
}

sound_engine_data: .e1
{
name: "/sound/truck/3408w9/ext/lever_le_pied.ogg"

looped: true

min_rpm: 100.0
max_rpm: 3000.0
pitch_reference: 1475
volume: 1.55
}

sound_engine_data: .e2
{
name: "/sound/truck/3408w9/ext/1000rpm.ogg"

looped: true

pitch_reference: 1100

min_rpm: 300.0
max_rpm: 1280.0
volume:1.22
}

sound_engine_data: .e3
{
name: "/sound/truck/3408w9/ext/1500rpm.ogg"

looped: true

pitch_reference: 1700

min_rpm: 1200.0
max_rpm: 3000.0
volume: 1.22
}

sound_engine_data: .e4
{
name: "/sound/truck/3408w9/ext/turbo_idle.ogg"

looped: true

pitch_reference: 580

min_rpm: 620.0
max_rpm: 2800.0
volume: 1.13
}


sound_engine_data: .el0
{
name: "/sound/truck/3408w9/ext/exhaust_idle.ogg"

looped: true

pitch_reference: 480

min_rpm: 300.0
max_rpm: 1060.0
volume: 1.85
}

sound_engine_data: .el1
{
name: "/sound/truck/3408w9/ext/1000rpm_exhaust.ogg"

looped: true

pitch_reference: 1225

min_rpm: 840.0
max_rpm: 1360.0
volume: 0.82
}

sound_engine_data: .el2
{
name: "/sound/truck/3408w9/ext/1500rpm_exhaust.ogg"

looped: true

pitch_reference: 1677

min_rpm: 990.0
max_rpm: 2000.0
volume: 2.2
}

sound_engine_data: .el3
{
name: "/sound/truck/3408w9/ext/2000rpm_exhaust.ogg"

looped: true

pitch_reference: 1792

min_rpm: 1460.0
max_rpm: 3000.0
volume: 2.5
}

sound_engine_data: .enf0
{
name: "/sound/truck/3408w9/ext/lever_le_pied.ogg"
looped: true

looped: true

min_rpm: 580.0
max_rpm: 3000.0
pitch_reference: 1475
volume: 2.15
}

sound_engine_data: .enf1
{
name: "/sound/truck/3408w9/ext/1500rpm.ogg"

looped: true

pitch_reference: 1700

min_rpm: 100.0
max_rpm: 3000.0
volume: 1.28
}

sound_engine_data: .enf2
{
name: "/sound/truck/3408w9/ext/turbo_idle.ogg"

looped: true

pitch_reference: 580

min_rpm: 620.0
max_rpm: 3000.0
volume: 1.13
}

sound_data: .t
{
name: "/sound/truck/3408w9/ext/turbo_ext.ogg"
looped: true

volume: 0.80
}

sound_data: .airgear0
{
name: "/sound/truck/3408w9/ext/gear_air_1.ogg"
volume: 0.65
}

sound_data: .airgear1
{
name: "/sound/truck/3408w9/ext/gear_air_2.ogg"
volume: 0.65
}
sound_data: .airgear2
{
name: "/sound/truck/3408w9/ext/gear_air_3.ogg"
volume: 0.65
}

sound_data: .airbrake0
{
name: "/sound/truck/3408w9/ext/air_brake1.ogg"

looped: false
}

sound_data: .airbrake1
{
name: "/sound/truck/3408w9/ext/air_brake2.ogg"

looped: false
}

sound_data: .airbrake2
{
name: "/sound/truck/3408w9/ext/air_brake3.ogg"

looped: false
}

sound_data: .changeg
{
name: "/sound/truck/3408w9/int/gear_change.ogg"
}

sound_engine_data: .eb
{
name: "/sound/truck/3408w9/ext/engine_brake_ext.ogg"
looped: true
is_2d: true
pitch_reference: 1500
min_rpm: 100.0
max_rpm: 3000.0
volume: 1.50
}

sound_data: .horn
{
name: "/sound/truck/3408w9/ext/horn.ogg"
looped: true
}

sound_data: .reverse
{
name: "/sound/truck/3408w9/ext/reverse.ogg"
looped: true
}

@include "/def/vehicle/truck/common_sound_ext_data.sui"

}



-----------------------------------------------------------

What now?
Robinicus Apr 7, 2019 @ 3:15pm 
It's right here.....

sound_engine_data: .eb
{
name: "/sound/truck/3408w9/ext/engine_brake_ext.ogg"
looped: true
is_2d: true
pitch_reference: 1500
min_rpm: 100.0
max_rpm: 3000.0
volume: 1.50
}
HunterKiller (Banned) Apr 7, 2019 @ 5:32pm 
So, what do I change? I have a jake brake sound mod but, it's truck/engine specific.

https://steamcommunity.com/sharedfiles/filedetails/?id=1629101562

I would like for my KW w900a to have close to the same sounds,this one has.
Last edited by HunterKiller; Apr 7, 2019 @ 5:36pm
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Date Posted: Apr 2, 2019 @ 8:32am
Posts: 14