Yeah, that much I had figured out, but I don't yet know how to set the logic, or move the simple markers (maybe all you can do is create them, or delete them). Also, does each field have a sample, or is it all one continuous sample? It's still a valid question even knowing that once the program state of "no longer playing" is met (running ends, or is below the .50 mark) that it plays the tail sample. When you double-click those areas it opens up. Why? Can you insert a new sample to each one?
Anyway, I'm just putting into place the various rpm states for the engine and exhaust. I have a few things going around in my head concerning tracks getting shot off while moving, surface types, suspension samples, and it just goes on from there.
Hopefully, Waffle will find some time this week to share more.
Does each field have a sample, or is it all one continuous sample?
You mean the darker blue field beneath the logic track boundaries that got copied over from HTCEvents? To see what it does, just highlight that box in the track, then down below you'll see an empty field that says something like "Drop sound asset here." Then just drag a wav asset from Assets into that spot, and the track field above will populate with the sound. That's the easiest way I found to do it. But the length of the event doesn't always match up. It seems like a track row that lacks a valid wav file asset will default to some length of about 3.5 seconds. Example: I set up the 20 mm burst, dragged my wav file in, assigned the right bank, built it, but when I started the game, the 20mm sound kept going boom-boom-boom long after I let off the trigger. So I shortened that wav asset field in the track to a much shorter length, and now it works great. But again, I don't know yet that this is the correct way. I just know that I got it to work.
Did you see that you could modulate the sound level by distance over multiple events, just by highlighting a bunch of events? I was able to turn down the volume of the planes flying overhead by doing this.
Also, to set the logic, you right click in the Logic Track field. The 2-hour FMOD Studio 101 training video series was only $25 on Macprovideo.com (well, at least only $25/month), and it explained in detail how to set the logic and parameter values. But you need to actually know the names of the parameters that the game uses, and the range of the values (0 to 1, 0 to 10,000, etc) in order for the sound to work. To me, it looks like all of the available parameters and values are baked into the HTCEvents file. We just need to populate that out for each vehicle or effect.
And I did finally get the 20 mm burst effect to work. I didn't have the correct Bank names set up.
Haven't started on engines yet, though. You're way ahead of me. But at least now I know how the process works, so I'll try to catch up some.