Sound system in NVP2 consists of
SoundManager and multiple
SoundManager also disables all the
VehicleComponents. Check VehicleComponent page for more info.
Vehicle Component) is responsible for one sound, e.g.
AudioSources are not added manually but are instead generated by the script when scene is started. Some
SoundComponents can have more than one
AudioSource- e.g. wheel related
SoundComponents have one
AudioSourcefor each wheel.
VehicleAudioMixer.mixer) can be used.
Mixerfield must have
AudioMixerassigned. By default
VehicleAudioMixerwill be used.
SoundComponent inherits from
Check VehicleComponent page for more info.
SoundManager is the main class for handling sound. It contains all the global sound settings and also manages individual SoundComponents.
Also check Sound page.
Master settings affect all the
Velocity Magnitude Effect.
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.
EngineRunningComponentis positioned at
Exhaust Position(Settings tab).
Distortion affects volume so when high levels of distortion are used it is usually a good idea to reduce volume range proportionately.
EngineStartComponentplays while the starter is active.
EngineStartComponentwill be positioned at Settings ⇒
Imitates high-pitched sound of forced induction.
TurboWhistleComponentis positioned at Settings ⇒