#AkiKay - Rollable Windows
1 messages · Page 1 of 1 (latest)
Does the sound levels and details have the ability change as the windo gets rolled down and up?
I haven't looked into that yet actually, good idea though! Not sure if that is possible with my skills currently
I'll keep that in mind
I added some sounds for the window
That sounds great.
My friend recorded them from his project car some years back, finally they find a use. 😄
Yea I was just wondering how detailed the fake would let you go with changing sounds from in-side the car to outside just by opening the window.
I'm one step closer to pretending Everon is Chicago
If they are using a signal to change the bone position for the windows, they can get that signal to alter the compartment's coverage value. I remember doing it for the uh-60's doors
Using a signal yup. Would you mind if I have a look how you did that ?
I created a new sig file for the occlusion and added this. In your case, this chunk takes the 0-1 value from the signals and divides it to be an equivalent of one glass pane breaking (You can find that value in the slot manager). That way as the signal opens and closes you get a smooth transition between coverage states.
Then you could override the base vehicle sounds, replacing this signal with your new occlusion signal
Reference of where you find the coverage values to divide to
I see that the compartments have a value aswell. So it's set up that each broken window deducts from that value in vanilla ?
Each slot will add to the base compartment coverage. When these slots get destroyed/disabled that ammount of coverage gets subtracted.
That's why most vehicles have a default coverage of 0 because destroying all of the destructable slots would mean the vehicle would be completely open
Only acception might be the BTR where the base coverage might be 0.5 and the slotted glass adds up to a fully covered 1
Wouldn't replacing the signal in the base vehicle sounds possibly conflict with other mods ? Also is it actually called base vehicle sounds ? I'm failing to find it. 🥴
Hmm it might conflict with other mods that change the audio, I'm honestly unsure how it would work.
It's any of the vehicles engine sounds.
Ah gotcha
Ahh I see. Not actually replacing it all, just adding a new signal and adding some bits here and there
Although for the base vehicles it uses 1 base file for the occlusion, so I couldnt just add the Ural there. I'll take a look if I can somehow make any vehicle I make these changes to plug into that later.
Make it so you need to scroll the mousewheel to get the window up and down 😄 jk
Oh you actually have to, same logic as the BTR windows
hold F then scroll wheel for up and down
oh nice!
Is this how it should be looking after I added things to the occlusion signal ?
I compared it to the UH60 one and it seems identical now, yet it doesn't seem to work for me. It could be because I messed up with the values and division though. I'm not sure what to put in the newly added value in the OutsideVehicleSource, neither the divisions. UH60 uses like 3.800 for value and 1,000 for division or something
It might not effect anything because the slot is already adding the coverage value.. im not sure if it’s something you can feed into the signal value.
You would almost need to be able to tell if the window is broken, then decide wether or not to subtract the coverage from opening and closing the window
Also the uh-60 starts with the doors open, so keep in mind that the signal setup is assuming the signal being at 0 means the coverage for that door is also 0. You might have to invert it
Sorry if anything I say does not make any sense, this is the last few messages I’m sending before I sleep
Haha no problem. Thank you
I wonder if this coverage actually works on vanilla vehicles
I tried it ingame and I noticed no difference
Between broken and not broken
It works, the sound change is not dramatic enough to notice most the time
To be fair I don't expect the flimsy cabin to be very sound proof in the first place. 
yea but some sounds like wind sounds would be more obvious
Oddly wind sounds are produced by wheels
Oh yeah right
Maybe change that sound and see if there is a difference?
You mean add it to the signal that handles this wind sound ?
Changing the wheel sounds to include the window signal, I think it already works with the compartment stuff
Wait so if I understand right, the change I made only makes the engine more audible, and every other outside noise is not affected ?
Thats what it sounded like
Correct
Same as last time you would just need to change the signal interior on the wheel acp
I mean overriding the signal should automatically change this signal in the acp
thats how I did it atleast
Engine was just as loud. Though if the change isnt that drastic, who knows
It might still be the slot mapping then... Might have to ask around how to alter that slot mapping coverage value on the fly
I mean even ingame when I tried with windows and without, I noticed no difference
so it seems to either not work, or be a veeeery slight change
With windows it still sounds like you're standing next to the car, not sitting within. Although I'm not sure how much sound the cabin would stop anyway
I'm sure it would still stop a lot of it, if not also alter the sound profile
Muffling higher frequency sounds
I'm gonna have to try this again
It seems the effect is just very small
I am using the signal simulation to alter the coverage value while listening to the wheel acp and I can only tell the difference when I make big changes
It's the difference between being in third person and first
Yeah third and first is a strong difference
but shooting windows changes nothing to that degree
What vehicle are you testing on?
Well I tried it on a Ural earlier, now with a UAZ
Let me test on a unaltered signal file
1 moment
You know how to see the current value of a signal right?
It seems to be a bit non-functional for some reason
But while you are playing a test world hold Ctrl + Win + Alt and use the arrow keys to navigate
Go Gamecode -> Signals -> Show Current Signals : true you should be able to search for current vehicle coverage
It seems like the UAZ only has a vehicle coverage of 0.2
I shot the window on my Ural, still 1.000 coverage 🥴
Yeah I dont think this works
lol
I mean I'm not in expy
ah
so its broken even before
Guess it's time to write up a bug report
I suppose I could make a feedback ticket
Unless you have more valuable input / want to
You know, something is weird anyway. When the character opens the vehicle door, it sounds like they're hearing it from a closed compartment. Not even from a compartment that is now open, completely seperate
Atleast on this ural here
And the horn sounds like it's coming from in the cabin, not outside..
Yea I'm unable to get the coverage value to change when destroying windows
Maybe you flipped the coverage value?
Its like this on a vanilla ural aswell I am pretty sure
You can even hear the reverb of the horn as if it's inside
something is so wrong lol
Since I can't access stable atm it might not be a bad idea for your to write the feedback ticket, I can add anything I find on experimental that differes and add it to your report
Or maybe I did mess something up
on vanilla the door sounds normal atleast
Which changes would I have to do to invert this ?
multiply instead of divide ?

Alright I made it multiply not divide
door and horn are fixed
but the coverage still doesnt work
I just shot some windows on the UAZ
coverage went down
it seems to work on the uaz
None of the vehicles work, except the UAZ
Hmm maybe because the signal is adding that value
The UAZ is the only vehicle with seperate doors, which means the windowa are attached to the door prefabs, not the slotmanagercomponent itself. Maybe the logic works for the UAZ here, but the other vehicles do it differently
but this is a wild guess
well I guess the front windshield should work in that case
nvm then
I have no idea lol