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Author Topic: cant't get to work sound in my mod  (Read 3660 times)

fly77

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cant't get to work sound in my mod
« on: September 09, 2018, 01:46:29 pm »

I am trying the first time to make a simple vehicle model made in blender (just a chassis, with children 4 wheels and a steering wheel, then package importing fbx into outerra converting these to bones) and I got the model working correctly inside outerra so that I indeed can drive around with it, but the model breaks if I try to add any soundfile. As soon as I try to use a soundfile I get the following error


18:23:10.955 ERROR: vehicle::init_chassis: file:///Outerra/packages/fly77/simple-car/Corolla.js(58): ReferenceError: load_sound is not defined (ot::js::vehicle_physics::load_script(): ).

as I spawn the model the vehicle gets blocked without ever hearing any sound whatsoever.

To add the sound i followed instructions at http://xtrac.outerraworld.com/wiki/vehicle modifying the script accordingly.
I created a "drive.ogg" and file placed it in the model's directory inside the package folder.

Can anybody help me to tell me what I am doing wrong ?

Code: [Select]


//--------------------------------------------------------------------------------------------------
// EDIT VARIABLES BELOW TO ADAPT THIS SCRIPT TO YOUR MODEL. DON'T CHANGE VARIABLE NAMES, JUST VALUES
//--------------------------------------------------------------------------------------------------
var EF = 3000.0;                       
var BF = 13000.0;                     
var ST = 0.7                           
var maxkmh = 150;                     
var forceloss = EF / (0.2*maxkmh + 1); 
var soundfile = "drive.ogg"             /
var Wh_rad = 0.45   
var CarMass = 1120                     

var WHEEL_FR = "WHEEL-FR"             
var WHEEL_FL = "WHEEL-FL"
var WHEEL_RR = "WHEEL-RR"
var WHEEL_RL = "WHEEL-RL"
var STEERING_WHEEL = "STEER-WHEEL"
       
var steerAngle                           /
var swheel_id 

function init_chassis()
{
  var wheelparam = {
    radius: Wh_rad,             
    width: 0.2,             
    suspension_max: 0.1,
    suspension_min: -0.12,
    suspension_stiffness: 30.0,
    damping_compression: 0.4,
    damping_relaxation: 0.12,
    grip: 0.5,
    roll_influence: 0.1};
   
    this.add_wheel(WHEEL_FR,wheelparam);   
    this.add_wheel(WHEEL_FL,wheelparam);
    this.add_wheel(WHEEL_RR,wheelparam);
    this.add_wheel(WHEEL_RL,wheelparam);
    this.geom = this.get_geomob(0)
    swheel_id = this.geom.get_joint(STEERING_WHEEL);
   
   
 return {mass:CarMass, steering:2.0, steering_ecf:60, centering: 9.6, centering_ecf:1};
//return {mass:CarMass, steering:2.0, steering_ecf:60, centering: 2.6, centering_ecf:20};
}

// sounds
this.load_sound("drive.ogg");
this.add_sound_emittter("WHEEL_FR");

//------------------------------------------------------------------------------------------------
function init_vehicle(){
    this.set_fps_camera_pos({x:-0.39,y:-0.50,z:1.50});

    this.snd = this.sound();
    this.snd.set_ref_distance(0, 9.0);
    this.started = 0;

   
}

//-----------------------------------------------------------------
function engine(start){
if(start) {
    this.started=1;
    this.snd.play(0, 0, false, false);
  }

}

//==================================================================

function update_frame(dt, engine, brake, steering)
{
  var kmh = this.speed()*3.6;
  var redux = engine>=0 ? 0.2 : 0.6;
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? engine/(redux*Math.abs(kmh) + 1)
        : engine;
  force -= forceloss;
  force = Math.max(0.0, Math.min(force, engine));
  engine = esign*force;
  brake *= BF;
 
  steering *= ST; 
  this.steer(-2, steering);          // -2 = front wheels used for steering
  steerAngle = steering *= 2.05;
  this.geom.rotate_joint_orig(swheel_id, steerAngle, {x:0,y:0,z:1});
 
  this.wheel_force(-1, engine); 
  this.wheel_brake(-11, brake);   
  this.animate_wheels();

 if(this.started==1 && !this.snd.is_playing(0)) {
    this.started=2;
    this.snd.play(0, 1, true, false);
  }
  else if(this.started==2) {
    var pitch = Math.abs(kmh)/20.0;
    var g = kmh>0 ? Math.floor(pitch) : 0;
    var f = pitch - g;
    f += 0.5*g;
    this.snd.set_pitch(0, 0.5*f + 1.0);
  } 

}
« Last Edit: September 09, 2018, 01:50:46 pm by fly77 »
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cameni

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Re: cant't get to work sound in my mod
« Reply #1 on: September 09, 2018, 02:51:30 pm »

You need to call the load_sound etc inside the init_chassis methods. The "this" object referring to the vehicle physics interface exists only inside the events (init_chassis, init_vehicle, update_frame ...), but not in the global scope.
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fly77

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Re: cant't get to work sound in my mod
« Reply #2 on: September 09, 2018, 04:11:36 pm »

Thanks a lot ! I now got it working after a day of desperate trials. Though to get the sound looping forever I had to do some other modifications as well - copying from the script of the BMW model provided with the new outerra version. Just one thing now i don't know how to stop the sound when switching off the engine. I'll figure out.

Here is the working script for reference:
Code: [Select]
/
var EF = 3000.0;                       
var BF = 13000.0;                       
var ST = 0.7                           
var maxkmh = 150;                       
var forceloss = EF / (0.2*maxkmh + 1);

var Wh_rad = 0.45   
var CarMass = 1120                         

var WHEEL_FR = "WHEEL-FR"             
var WHEEL_FL = "WHEEL-FL"
var WHEEL_RR = "WHEEL-RR"
var WHEEL_RL = "WHEEL-RL"
var STEERING_WHEEL = "STEER-WHEEL"
       
var steerAngle                         
var swheel_id 

var _snd = -1;
var _snd_src = -1;
var soundfile = "drive.ogg"             //<-- sound file

var rpm_src_on = 0;

 
//=============================================================================================

function init_chassis()
{
  var wheelparam = {
    radius: Wh_rad,             
    width: 0.2,             
    suspension_max: 0.1,
    suspension_min: -0.12,
    suspension_stiffness: 30.0,
    damping_compression: 0.4,
    damping_relaxation: 0.12,
    grip: 0.5,
    roll_influence: 0.1};
   
    this.add_wheel(WHEEL_FR,wheelparam);   
    this.add_wheel(WHEEL_FL,wheelparam);
    this.add_wheel(WHEEL_RR,wheelparam);
    this.add_wheel(WHEEL_RL,wheelparam);
    this.geom = this.get_geomob(0)
    swheel_id = this.geom.get_joint(STEERING_WHEEL);

    _snd = this.load_sound(soundfile);
    _snd_src = this.add_sound_emitter(WHEEL_FR );

    _snd_on = this.load_sound(soundfile);
    _src_on = this.add_sound_emitter(WHEEL_FR );
   
 return {mass:CarMass, steering:2.0, steering_ecf:60, centering: 9.6, centering_ecf:1};
//return {mass:CarMass, steering:2.0, steering_ecf:60, centering: 2.6, centering_ecf:20};
}


//------------------------------------------------------------------------------------------------
function init_vehicle(){
    this.set_fps_camera_pos({x:-0.39,y:-0.50,z:1.50});

    this.snd = this.sound();

    this.snd.set_ref_distance(0, 9.0);
    this.snd.set_ref_distance(_src_on, 9.0);

    this.started = 0;
}

//-----------------------------------------------------------------
function engine(start){
  if(start) {
    this.snd.play(_snd_src, _snd, false, false);
    this.started=1;
  }
}


//==================================================================

function update_frame(dt, engine, brake, steering)
{
  var kmh = this.speed()*3.6;
  var redux = engine>=0 ? 0.2 : 0.6;
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? engine/(redux*Math.abs(kmh) + 1)
        : engine;
  force -= forceloss;
  force = Math.max(0.0, Math.min(force, engine));
  engine = esign*force;
  brake *= BF;
 
  steering *= ST; 
  this.steer(-2, steering);          // -2 = front wheels used for steering
  steerAngle = steering *= 2.05;
  this.geom.rotate_joint_orig(swheel_id, steerAngle, {x:0,y:0,z:1});
 
  this.wheel_force(-1, engine); 
  this.wheel_brake(-11, brake);   
  this.animate_wheels();

if(this.started==1 && !this.snd.is_playing(0)) {
    this.started=2;
    this.snd.play_loop(_src_on, _snd_on);
  }
  else if(this.started==2) {
    var pitch = Math.abs(kmh)/20.0;
    var g = kmh>0 ? Math.floor(pitch) : 0;
    var f = pitch - g;
    f += 0.5*g;
    this.snd.set_pitch(_src_on, 0.5*f + 1.0);
  }

}

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