Hi everyone, I have placed many different sound emitters on my big map project. Now there are about 250 emitters playing about 30 nice sound files. Now I encounter more and more long loading times so I wonder which is the optimal sound format to make things as easy as possible for BeamNG to load them. Is the loading time about placing the emitters internaly or to decode the soundfiles in some way? I know OGG is a straming container format, so this could be a good choice? But loading time is not better using OGG or MP3. Does anyone know more about that SFX Sound Emitters and what they like most
Shure. That is absolutely true as a first step! But the vanilla maps don't use sound very extensive. Maybe they don't have the need to use the optimum. Well, some geometric vanilla assets aren't optimized as well cause the quantity is low and the map is small so it is fully within the hardware specs. Vanilla maps aren't optimized at all - that's my experience. Some vanilla maps can even be shrinked by your tool. For now I have the ogg format like vanilla and long loading times. Maybe it could be a better way to use the SFX Space Object instead. But they need sound events. I don't know how to create them... --- Post updated --- Ups... actually didn't found any sound files in the vanilla maps (any more?). Do the use SFX Spaces only and/or load the sounds from the game engine files? The game engine sound files are the only encrypted part in the zip...
Sorry for my kinda confusion. Wrong thoughts... Well... My remaining questions are: Does anybody know how to optimize a large amount of SFX Sound Emitter objects? Does anybody know how to create Sound Events to be used with the SFX Sound Space object type?