Jett G

The Keystoner
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Dec 6, 2020
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Here's what I think could really be Improved and be beneficial to many content creators. The Sound Script File has too many restrictions on what trigger source you can use. An Example is Ambulances and Police Cars, because the H Keybind is used for the Siren but you cant have that actual horn along with the siren. Or just being able to have sounds such as Interior AC Fans, or Radios in vehicles would make the game much more realistic.
 
First, I think what could be improved about your post and beneficial to many forum readers would be to turn off the bold text. :-/

Anyway, you're right about the sound limitations. To reiterate what you suggested:
  • More trigger sources in .soundsources file: Yes, we could use triggering by individual commands or masking which commands use the sound and which don't.
  • Yes, siren is historically bound to the same key as horn, with either/or relation, like in arcade games. We need a separate control.
  • "sounds such as Interior AC Fans, or Radios" - makes sense. I'm thinking of adding a "dashboard link" feature to soundscript file, where you could use the dashboard inputs (https://docs.rigsofrods.org/vehicle-creation/making-custom-hud/#input-sources) for sounds. A similar mechanic is already used for flares, see 'd' option: https://github.com/RigsOfRods/rigs-of-rods/pull/2735
 
When we are at sound there is Engine Simulator available to make sounds of V8, strait 6 or in line 4 motors
So for windows go to release page and download latest release
For debian baset distros there is separate branch which is tweaked for linux so just do following

Code:
sudo apt-get install git clang libsdl2-dev flex bison cmake
Code:
]sudo apt-get install libboost-dev libsdl2-image-dev libboost-filesystem-dev libsdl2-dev flex

Code:
git clone --recurse-submodules https://github.com/bobsayshilol/engine-sim -b gcc-fixes
cd engine-sim
mkdir build
cd build
CC=clang CXX=clang++ cmake -DCMAKE_BUILD_TYPE=Release ../
cmake --build . --target engine-sim-app -j 5
./engine-sim-app

You can find user made engines at https://catalog.engine-sim.parts/parts/267

Edit: here they building in-line 7 engine and talk about saving audio and feeding sound to game like BeamNG and why not to RoR
 
Last edited:
@Vido There's a different thread for details about the engine simulator: https://forum.rigsofrods.org/threads/opensource-engine-simulation.3702/

Yes, synthesizing engine sound based on it's physical properties is the ultimate solution, but the engine simulator is too heavyweight to be used as component of ROR. We need to make something more connected witho our physics model.
 
A
@Vido There's a different thread for details about the engine simulator: https://forum.rigsofrods.org/threads/opensource-engine-simulation.3702/

Yes, synthesizing engine sound based on it's physical properties is the ultimate solution, but the engine simulator is too heavyweight to be used as component of ROR. We need to make something more connected witho our physics model.
Also sounds with the same name conflict a lot when people are playing together, maybe that could be something to work towards improving.
 
Also sounds with the same name conflict a lot when people are playing together, maybe that could be something to work towards improving.
Interesting, tell me more please, I'm not modding myself so I don't know the details on soundscripts and triggers. If there's a mod in the repository which does this, give me a link please.
 
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