TUTORIAL Start with Sound Modding - Quick Guide

Discussion in 'Sounds' started by Just Kauser, Jan 7, 2018.

  1. Just Kauser

    Just Kauser Active Member

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    Short tut.: Go to : Assetto Corsa\sdk\audio\AC Audio Pipeline 1.9.pdf
    Look for: "The FMod Studio version used is: XXXXXX"

    In my case it is: v 1.08.12. But in my AC version the new cars from the last update have no sound, so
    i suspect they use now an other version for the future.

    The AC Audio Pipeline.pdf includes all necessary informations to start with a new engine sound project.

    And you can use the example project.

    Read you in! Then you have no problems. when you are to lazy for this, you can give up here! ;9

    Now register at fmod.com and log in.

    Now go to downloads and choose your version here:
    Unbenannt.png

    And download it for your OS. (Not API)

    Now you can start with you engine sound experiments!

    More information:
    To get sound samples you can use old rfactor mods, extract them with FsbExtractor from AC sounds or other games, etc. or
    record good youtube car sound vids or your own car with a good microphon like a Tascam DR-05: Tip for lazy Takumi: maybe you use something like that for you next onboard drift video, would be great.

    Here is a tutorial for recording good youtube car sound:



    For the AE86 sound mod i mainly edited the internal and external engine sound.

    For the internal sound i use samples for OnPedal sounds and OffPedal sounds and make an extra track for the exhaust sounds. Internal the exhaust sound is converted to Prologic as sound comes from your back.

    Now it works with my PROLogic Surround System. To do this i convert the sample to mono in audacity. Create a new stereo track and copy the original mono sample to r Channel and the inverted mono sample to l Channel. You can test the surround with converting the new stereo channel again to mono now you should have a flate line.

    For the external sound i just used the mono sample without the prologic modification.

    Now back in Fmod studio i use the volume curves from the onpedal track to improve the sound by
    make it loudness logarithmic proportional to the engine torque. The offpedal noises results
    for the most part from the friction so it become louder with higher rpm. The exhaust sound results from the
    air-fuel-mixture so it become louder with higher power. And power get more with higher rpm.

    When i am lucky with my internal sound, i am delete the external example sound samples and copy my internal sound sample into the event. Now i change my prologic samples with the mono samples and add at the a 3-Way-Equalizer and a Reverb. I make the exhaust sound a lot louder then the engine sound. And play with the EQ and the reverb until it sound very good and realistic.

    I hope you are lucky with my tutorial Luchian!
     
    Last edited: Jan 7, 2018
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  2. luchian

    luchian Administrator Staff Member

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    I am indeed lucky (and happy) with your tutorial @Just Kauser , thank you very much for taking the time ! Probably some questions will follow when I will give this a go. I'm curious of what one might obtain :).
     
  3. Just Kauser

    Just Kauser Active Member

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    Nice, my program works:
     
  4. Just Kauser

    Just Kauser Active Member

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    IMPORTANT: Download not the lastest FMOD version, download v.1.08.12!!! Otherwise you will have big problems later to get the sound working!
     
  5. Just Kauser

    Just Kauser Active Member

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    .
     
    Last edited: Feb 16, 2018
  6. Just Kauser

    Just Kauser Active Member

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    .
     
    Last edited: Feb 16, 2018
  7. Just Kauser

    Just Kauser Active Member

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    Sorry, next time i make a Ingame Quality Control BEFORE i post something.
     
  8. Just Kauser

    Just Kauser Active Member

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    My Example for recording the engine sound from your own car:



    My father-in-law from Bolivia bought the car for € 200 in some small workshop near Dusseldorf where he originally came from with 160k km on the clock. Have another 300 € for handbrake, catalyst and air conditioning compressor repair paid and MOT until the end of 2019. Now it works great. In the summer I will replace the tacho lighting in red and repair some rust spots in the paint.

    125kW , 1.6t, 0-100kph in 9s, 220 kph Vmax, downhill 240kph

    All the recordings record the interior sound, except that of 0.45-1.15, so I put the microphone behind the car to record the exhaust sound. All recordings should demonstrate the sound and not the performance. This is not a 0-100 kph video. I also want to show that with the same gear (5th) that I can drive 220 kph, I can drive 30-25 kph and how quiet this 20 year old car is then.

    Camera! = Mircophone.
    100 € Gopro Hero
    MIC: Tascam DR-05 V2
     
    Last edited: Feb 27, 2018
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  9. luchian

    luchian Administrator Staff Member

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    This is cool, thanks for sharing :).
    So the sound in the video is also the one the mic recorded ? Or it's just from the GoPro ?

    For outside sound, do you actually need it when the car is in movement, or stationary is enough ?
     
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  10. Just Kauser

    Just Kauser Active Member

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    The sound comes only from the Tascam, the quality of the Gopro is terribly bad.

    Again something else:

    (v. Vauxhall)
    557Nm
    277 kW Bi Turbo

    The Omega was modeled by WACK. I've found the Mod on Assettoland and have pretty much overworked it, the whole sound is new and now corresponds much better to the original Omega V6 sound including brake noise. The light is now much more realistic. The brake discs wear out and have less braking effect when they get hot. The Glowing, warming and cooling of the brake discs is now realistic. The driving physics, moment of inertia, the complete chassis now correspond approximately to that of the real Omega (of course not 100%). It is definitely not a driftmod. I have set up the complete interior lighting, before that there were none.
    The wheels do not fall off anymore. The suspension is softer. The power data and the turbo values are revised. There are now significantly more tire data available, including rain tires.
    The car has no ABS, no TC and no ESP.
    These can therefore no longer be activated.
    The car is a beast that is difficult to control. If I have the permission of Wack, I will publish it.

    Here's the entire FMOD project, including the brake noise to experiment with. I hope I helped some newcomers with it.

    https://drive.google.com/open?id=1sBzrOrnYXHry3A8x_zv0d9VMVi1xBCi0


    I did that originally for an E36, but that did not fit with the original engine sound and I now have better sound samples for him.

    Just to rule out misunderstandings, that did not originate from my Opel Omega 2.5 recordings.
     
    Last edited: Feb 28, 2018
  11. Just Kauser

    Just Kauser Active Member

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    Just for the exhaust recordings you should record in my opinion only stationary, because the wind noise while driving the most affect the quality, I think it is better to bring the sound on the computer again with equalizer and amplifier in the desired form, in the exhaust pipe does not happen more than a resonance effect, but I'm just an amateur. When recording for NFS Prostreet and GTA 5, they showed in the making-off that they directly recorded the acceleration with microphones that were extremely shielded from the wind, to what extent the shield falsifies the timbre is another question.
     
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  12. Just Kauser

    Just Kauser Active Member

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    From now on I will publish every finished Sound Mod as a Fmod project and I would be very happy if others did the same for me. Then you can learn from others how to build certain things, from my omega project, for example, the brake and turbo noise and the mix for a realistic exterior sound. Also, I might be able to tweak some of the sound mods that bother me a bit (for example, the VTEC sounds really bother me on some Gentle Mind Performance mods because they're too abrupt and in reality they do not sound that way). In addition, old Fmod projects can also be converted more easily for the latest AC version.
     
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  13. nikkko

    nikkko New Member

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    Hi Just Kauser , i just want to thank you to have shared your project cause i was so impatient to make my own...So i m working on and i will let you know....the internal is 90% ok but the external one look dirty for the moment.... Thank you so much now i m able to produce something.....:cool:
     
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  14. GCTeam

    GCTeam Member

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    It was very helpful But I can not add new tracks in engine_ext. I drag them but I do not allow
     
  15. nikkko

    nikkko New Member

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    just right clic on any line and -> add new audio (first line)
    next, copy the line you want then clic on the new audio line and paste...that will be ok(you have to delete the audio you had create(i have this bug))

    let us know if it s ok!
     
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  16. GCTeam

    GCTeam Member

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    Thanks for answering, but I've already learned to do it, with trial and error hahahah:D:D
     
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  17. nikkko

    nikkko New Member

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    Hi guys, i want to know if you can ask me the right value for distance atenuation in the master of engine ext. cause with the sound i m working on, the replays don t have the good level...i checked the audio pipeline but i didn t find the answer...i maybe do something wrong.....
    Thank you!

    PS : i was thinking that s will be easy to make a good sound but....;-)
    PS2 : i m french so apologies for my english....
     
  18. Just Kauser

    Just Kauser Active Member

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    Did you look in the sample project i post above? I never had an issue with this.
     
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  19. nikkko

    nikkko New Member

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    Yes i did, but with the same value the sound is so so louuuud and there is no "passing" effect....thank you for your response!
     
  20. Just Kauser

    Just Kauser Active Member

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    Can you explain what a passing effect mean? I am realy interested, maybe we can solve it together. Would improve the quality of my sound mods.
     
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