This is an old revision of the document!
Sound
Sound system in NVP2 consists of SoundManager and multiple SoundComponents. Disabling SoundManager also disables all the SoundComponents.
- Each
SoundComponent(type ofVehicle Component) is responsible for one sound, e.g.EngineRunningComponentorEngineStartingComponent. AudioSources are not added manually but are instead generated by the script when scene is started. SomeSoundComponents can have more than oneAudioSource- e.g. wheel relatedSoundComponents have oneAudioSourcefor 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
Mixerfield must haveAudioMixerassigned. By defaultVehicleAudioMixerwill 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 SoundComponents
Equalizer
Each sound component belongs to one of the Audio Mixer groups: Engine, Transmission, SurfaceNoise, Turbo, Suspension, Crash or Other. Here you can add additional effects and modify the sound. One example of this is distortion which is added to the engine sound based on load through the Audio Mixer.
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 Randomnessfield.
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.
AudioSourceofEngineRunningComponentis 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
Reverse Beep Component
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.
AudioSourceofTurboWhistleComponentis positioned at Settings ⇒Engine Position.
















