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Sound
Sound system in NVP2 consists of SoundManager
and multiple SoundComponent
s. Disabling SoundManager
also disables all the SoundComponent
s.
- Each
SoundComponent
(type ofVehicle Component
) is responsible for one sound, e.g.EngineRunningComponent
orEngineStartingComponent
. AudioSource
s are not added manually but are instead generated by the script when scene is started. SomeSoundComponent
s can have more than oneAudioSource
- e.g. wheel relatedSoundComponent
s have oneAudioSource
for each wheel.- Each field affects only the vehicle to which the script is attached. To modify audio output for all the vehicles VehicleAudioMixer (
VehicleAudioMixer.mixer
) can be used.
Requirements
Mixer
field must haveAudioMixer
assigned. By defaultVehicleAudioMixer
will be used.
SoundComponent
Sound Component
SoundComponent
inherits from VehicleComponent
.
Check VehicleComponent page for more info.
SoundManager
Sound Manager
SoundManager
is the main class for handling sound. It contains all the global sound settings and also manages individual SoundComponents.
Also check the Sound page.
Master Settings
Master settings affect all the SoundComponent
s
Equalizer
Available Sound Components
Blinker Component
Blinker Component
Brake Hiss
Crash
Crash Component
- Sound of vehicle crashing.
- Supports multiple audio clips of which one will be chosen at random each time this effect is played.
- Volume is dependent on collision intensity. This can be adjusted through
Velocity Magnitude Effect
. - Pitch is random. Randomness can be adjusted through
Pitch Randomness
field.
Engine Fan
Engine Fan Component
Engine Running
Engine Running Component
EngineRunningComponent is a SoundComponent responsible for the engine sound. A pitch based approach using a single pre-recorded engine sound clip is used along with filters to achieve relatively realistic sound.
Big upside of this approach is that only a single clip is required which is ideal for small game studios, as opposed to layering approach where usually tens of clips of engine at different loads, positions and RPMs are used to achieve the engine sound effect. Of course, the downside is that realism suffers.
If you need the layering feature please make a feature request through support.
AudioSource
ofEngineRunningComponent
is positioned atExhaust Position
(Settings tab).
Notes
Distortion affects volume so when high levels of distortion are used it is usually a good idea to reduce volume range proportionately.
Engine Start
Gear Change
Gear Change Component
Horn
Reverse Beep
Skid
Surface
Suspension Bump
Suspension Bump Component
Transmission Whine
Transmission Whine Component
Turbo Flutter
Turbo Flutter Component
Turbo Whistle
Turbo Whistle Component
Imitates high-pitched sound of forced induction.
- Can be used for both turbocharger and supercharger sound.
- Sound depends on EngineComponent.ForcedInduction.
AudioSource
ofTurboWhistleComponent
is positioned at Settings ⇒Engine Position
.