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Remove engine idle sound from car?

Posted: Sat Sep 10, 2016 5:20 pm
by Teralink
Hi!

I want the car to make sounds while driving only. At current state the car starts to make sounds directly on entering. It's easy to remove the 'engine start' sound. But I can't get rid of this engine idle sound.

I tried it with

Code: Select all

sound_minimum_speed = 0,
so the sound stops when the engine stops. But it doesn't do anything.

Is there some command that would let me set the engine sound volume to zero during stops? I appreciate every tip! :-)

Re: Remove engine idle sound from car?

Posted: Sat Sep 10, 2016 7:42 pm
by Nexela
Silly hybrid electric vehicles wanting to turn their engines off when not moving!

Unfortunately I can't think of a way to do this

Re: Remove engine idle sound from car?

Posted: Sun Sep 11, 2016 10:59 am
by Teralink
Thanks for your reply! That's exactly what I had in mind. An engine idle sound doesn't really fit to an electric car..

I feared that there is no way to do that. :(

Re: Remove engine idle sound from car?

Posted: Sun Sep 11, 2016 12:06 pm
by steinio
Maybe you can reference to an empty soumd file?

Re: Remove engine idle sound from car?

Posted: Sun Sep 11, 2016 12:39 pm
by LuziferSenpai
steinio wrote:Maybe you can reference to an empty soumd file?
The easyst way is to detect if the Car is driving, when it is than the sound volume = 0.9 or so and if not than 0.001 or 0.0 :P

Re: Remove engine idle sound from car?

Posted: Mon Sep 12, 2016 6:15 pm
by Teralink
steinio wrote:Maybe you can reference to an empty soumd file?
That would mute the engine all the time, I think.
LuziferSenpai wrote:The easyst way is to detect if the Car is driving, when it is than the sound volume = 0.9 or so and if not than 0.001 or 0.0 :P
Thanks for that idea! I found out how to get the car speed, but how do I access the engine volume during playtime?

I tried that code

Code: Select all

function electricSound()
		for __, player in pairs(game.players) do
			local vehicle = player.vehicle
			if player.connected and vehicle and vehicle.name == "vwtransporterelectric" then
				if vehicle.speed == 0 then
					vehicle.working_sound.sound.volume = 0
				else
					vehicle.working_sound.sound.volume = 0.5
				end
			end
		end
end
but on entering the vehicle, it tells me 'LuaEntity doesn't contain key 'working_sound'. :-(

Do you know how to do that?

Re: Remove engine idle sound from car?

Posted: Mon Sep 12, 2016 6:27 pm
by LuziferSenpai
Teralink wrote:
steinio wrote:Maybe you can reference to an empty soumd file?
That would mute the engine all the time, I think.
LuziferSenpai wrote:The easyst way is to detect if the Car is driving, when it is than the sound volume = 0.9 or so and if not than 0.001 or 0.0 :P
Thanks for that idea! I found out how to get the car speed, but how do I access the engine volume during playtime?

I tried that code

Code: Select all

function electricSound()
		for __, player in pairs(game.players) do
			local vehicle = player.vehicle
			if player.connected and vehicle and vehicle.name == "vwtransporterelectric" then
				if vehicle.speed == 0 then
					vehicle.working_sound.sound.volume = 0
				else
					vehicle.working_sound.sound.volume = 0.5
				end
			end
		end
end
but on entering the vehicle, it tells me 'LuaEntity doesn't contain key 'working_sound'. :-(

Do you know how to do that?
Than make it: 0.001 or so ;)

Re: Remove engine idle sound from car?

Posted: Mon Sep 12, 2016 6:35 pm
by Teralink
That makes no difference, sadly. I think the problem isn't the value - it's the key 'working_sound' itself that doesn't exist (at this place). I know this key from the entity definition only. It seems not to be accessible during playtime..