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QUESTION Can I edit one part of an engine sound?

Ep1c

New Member
Basically, I hate the Huracan Performante exterior sound and would like to edit it. Is it possible to use all the stock sounds apart from the exterior and how would I deal with that, since they are in a .BANK file and not an fsb file?
 

luchian

Administrator
Staff member
First, you should note that editing official content is not really allowed. If you only do it for your own use, then nobody can actually check you of course.

On how to do it ?
I think your only hope is @Just Kauser :D. Hopefully he will see this..
 

Just Kauser

Active Member
First, you should note that editing official content is not really allowed.
I know you hate my hacking stuff, but it's for a good thing! ;)


Ok, I do not like supercars, so I will not bother making the soundbank myself.

But I'll show you how to do it.

First you need this here:
FsbExtractor.rar

Now you open the bank.

Unbenannt.png

Ignore the error message and scan for offset (F8).

Now you can extract all engine sounds with CTRL+A , the right click and "extract to folder".

Unfortunately, I do not know how to break down the letters that characterize each engine noise, which is exhaust noise, air filter noise, valve train noise, etc.

Good Luck and best regards,
Just
 

Attachments

Ep1c

New Member
I know you hate my hacking stuff, but it's for a good thing! ;)


Ok, I do not like supercars, so I will not bother making the soundbank myself.

But I'll show you how to do it.

First you need this here:
FsbExtractor.rar

Now you open the bank.

View attachment 2405
Ignore the error message and scan for offset (F8).

Now you can extract all engine sounds with CTRL+A , the right click and "extract to folder".

Unfortunately, I do not know how to break down the letters that characterize each engine noise, which is exhaust noise, air filter noise, valve train noise, etc.

Good Luck and best regards,
Just
Thanks, this looks really helpful. Any idea what the letter after the rpm stands for? e.g. g (???) or e (External?)
 

Ep1c

New Member
AFK for today, sorry.
Hmm, there seems to be no internal backfire but instead it is named coast, which sounds right. (It’s the same as the backfire from the quadrifoglio). I noticed that coast on the tatuus goes in the internal engine bit and not backfire so do I put it in engine int or backfire int?
 

Just Kauser

Active Member
In Backfire_int and Backfire_Ext as Multi Sound. You can use a 3-Way-EQ for a realistic internal Backfire-Sound and change the Mastervolume.
 

Just Kauser

Active Member
No, i use Audacity for analyzing the rpm, using equalizer and creating Prologic Sound myself, this is a working live stream from a famous german AC Sound Modder named Fonsecker. Maybe i post in the next 2 weeks the AE86 fmod project here and show how i am working.
 

Ep1c

New Member
How did you learn what to do for the soundmod? I've noticed that I don't really know what I'm doing or why I'm doing it.
 

Just Kauser

Active Member
I read the Modding Manual and i'm creative and sometimes
above average intelligent. However, my brain is also on low flame most of the time.
And I invest time in stuff that interest me.
That's all.
 

Just Kauser

Active Member
Maybe they are just uing EQ and other SFX for that. You can record the engine sound directly from the game when you set Inertia in the engine.ini extremly high, and changes the POWER.LUT so that it speeds up quickly to the speed range that you want to record and there remains almost constant, so before the high speed at the speed almost zero. The Coast Torque as low as possible. Then you always set mixer all values except the engine noise to zero and record the noise at neutral gear at full throttle. It's just an idea of mine, I have never tried it.
 
Last edited:

Ep1c

New Member
Maybe they are just uing EQ and other SFX for that. You can record the engine sound directly from the game when you set Inertia in the engine.ini extremly high, and changes the POWER.LUT so that it speeds up quickly to the speed range that you want to record and there remains almost constant, so before the high speed at the speed almost zero. The Coast Torque as low as possible. Then you always set mixer all values except the engine noise to zero and record the noise at neutral gear at full throttle. It's just an idea of mine, I have never tried it.
How loud should I be aiming for the interior and exterior volume to be?
 

Just Kauser

Active Member
Since there are two options, once as loud as possible without the sound overdriven, so in the master mixer does not come above 0 db, the exhaust a little quieter, because he is otherwise too dominant in Reverb effects. The other option is you record the sound of the original and compare its volume with yours. Is probably more realistic, if you use your mod for an AI opponent. I prefer option 1.
 

Ep1c

New Member
I've exported the sound to test the interior sound as well as exporting the GUIDs but now I have no sound for the car. What have I done wrong?
 

Just Kauser

Active Member
Okay, I had the same problem even when I built my first soundmod.

Here is the short version of what you have to consider everything when exporting the BANK.

1. Export from FMOD bank and guid.

2. Edit the GUID like this:

{431fb779-148d-4b16-aaab-52eeb2c65640} event:/cars/yourname/backfire_ext
{b3bfdbea-1234-4187-a7ae-7d4cdd7733d9} event:/cars/yourname/backfire_int
{806844fc-8742-49c4-a2af-b50000eb2dc1} event:/cars/yourname/bodywork
{778ebd3c-e5df-47f9-a7b4-6f90b0ee4628} event:/cars/yourname/door
{da730ab5-fac8-4053-bcbc-e5e9aad62318} event:/cars/yourname/engine_ext
{b0b4d0ad-e7f6-43d2-bb85-ce578a596b96} event:/cars/yourname/engine_int
{79068e60-2e68-4071-9b16-109ebe9b3393} event:/cars/yourname/gear_ext
{0ee188c3-98f4-4572-bde3-6cadcc14d51b} event:/cars/yourname/gear_grind
{1d030c53-1d77-44e8-8586-b6fe5a5dc5dd} event:/cars/yourname/gear_int
{b6820ea4-617d-48c1-8cd3-2e4ca8cbea7c} event:/cars/yourname/horn
{08efac47-cc16-4a10-b73e-fed5a2bf9320} event:/cars/yourname/limiter
{38362039-2075-4eb9-91e5-6200f9f1d4e3} event:/cars/yourname/skid_ext
{ea46972e-8594-4a54-976f-01688943c0d4} event:/cars/yourname/skid_int
{ea3b8f58-f2d6-4d02-bf92-85461b3d3888} event:/cars/yourname/tractioncontrol_ext
{fcff67ea-f037-4a55-b5d4-a4dc6e337dbb} event:/cars/yourname/tractioncontrol_int
{089793a6-e7a3-4262-806d-4ff0281406f8} event:/cars/yourname/transmission
{c76e2923-cf98-425c-9c4e-22a20ac0891f} event:/cars/yourname/turbo
{cfb442dc-daca-4705-bec1-caf7dd4bfabf} event:/cars/yourname/wheel
{19c17954-1109-4225-b81e-fff635faa85a} event:/cars/yourname/wind
{08f6ba78-f576-4f9f-a232-47657d5fec19} bus:/
{9e2b6406-bcd0-4f61-92a5-b3e5d68d4b97} bus:/grp_backfire_ext
{477be05a-5cbd-468a-b1d8-637af58bba28} bus:/grp_backfire_int
{b3c3876b-83aa-45d3-b43a-125adcb9a753} bus:/grp_bodywork
{f915798f-0669-4379-b31a-6ec19e8af0ea} bus:/grp_collisions
{559b9037-dd6c-4120-9373-477d07717f9e} bus:/grp_door
{5206e42b-ae8f-49f6-b059-d613b2947b49} bus:/grp_engine_ext
{db9dca15-49f5-4c00-93ca-e76ccaf1160e} bus:/grp_engine_int
{c9a0a35d-dcc0-4002-ae01-5487466de9f8} bus:/grp_gear_ext
{f09ce222-1e68-42a9-9e16-fcb45004fcb3} bus:/grp_gear_int
{c89669bc-901a-4b52-91b7-46a85014ee0d} bus:/grp_horn
{37b936f8-165c-484d-a2f5-d06ae99a0822} bus:/grp_limiter
{81c0ee3a-2fd8-4e25-b775-eb7845ca644f} bus:/grp_skid_ext
{37bf169d-f171-4af4-a924-d65a1f998264} bus:/grp_skid_int
{ce5395d1-28c9-4dcc-90bd-051528b365d3} bus:/grp_surfaces
{9d0c46e7-d738-480e-8d5f-b5fb315a701a} bus:/grp_tractioncontrol_ext
{dcf6df4b-a019-4819-97e4-d1b3ed67e4b1} bus:/grp_tractioncontrol_int
{dba03e3d-9c12-43da-a5b9-9c79b7673c7f} bus:/grp_transmission
{35927822-c7cf-43ab-b6a2-447a4386450e} bus:/grp_turbo
{b7b6c398-22ee-465a-a6df-42861188e195} bus:/grp_wheel_closed
{208daf59-324a-4a13-994e-d284dac196ce} bus:/grp_wheel_open
{bec567db-3040-4ca9-82f7-75f072ab68c8} bus:/grp_wind_closed
{1c1f5d35-07d5-4d6f-b916-cd0eb4adfd60} bus:/grp_wind_open
{94f04703-a92c-49cf-a097-734f3e79ec08} vca:/vca_engine_ext
{ff157bb9-ecc1-49da-ad82-5e42fecb2ac9} vca:/vca_engine_int
{f8b9d9e5-bd29-4a82-a1a0-66e8b9059ccb} vca:/vca_skid
{45401f11-f5bd-429f-afb6-710deda49e32} vca:/vca_surfaces
{a61eba16-8f14-4a39-8ffd-c573cfdc0dbd} vca:/vca_transmission
{185673e8-d3ed-434c-acd4-61c819bb209c} vca:/vca_wind
{4b92e6ce-e701-48dd-8dc2-cb371c15dbfe} bank:/yourname

Replace "yourname" with the name of the folder containing all the data, for example "ks_lamborghini_huracan_performante", and name the bank as well. Delete all lines of text in the GUID that do not match the above.

If it still has no sound, that was the case with me at the beginning, check if your FMOD version is compatible with your AC version. Is under "Assetto Corsa \ sdk \ audio / AC Audio Pipeline 1.X" at "The FMod Studio version used is:".
 
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