Discussion in 'Sounds' started by Just Kauser, Jan 7, 2018.
thanks, 'll wait for more prescision by Just Kauser
Yeah, its normal and good to have 2 different channels, stereo is always better then mono. Ok, when left channel has a annoying noise, it will mabye better to delete it and convert the right stereo channel in mono but, Stereo > Mono because it has spatial audio informations. In my example screenshot i found just a mono file on my pc. When you create the loops, create a new Stereo track instead of a mono track, fading and cutting work in the same way for stereo sounds.
Registered to say thanks to @Just Kauser whose available project has been a huge help in learning sound modding.
There's at least one thing I haven't yet figured out. How do you attach volume of a sound to the throttle position? Any help would be appreciated. Cheers!
Nevermind, I figured it out.
ok cool, and whenever you want something to know or need samples, files etc, ask.
I am wondering what's the best method of editing out high frequency hissing noises from engine sound samples one uses? I simply deleted the high frequencies (FFT filter in Adobe Audition), but that made the engine sound a bit too "muddy". Is there a better way?
You can try use a decent equalizer but you cant kill it, maybe it would be better to overlay with a boost / intake noise and then equalize it. But dont worry, when you test you car ingame, the wind noises should help you, too.
Being new to Audition, I only yesterday noticed there's a filter called "Hiss Reduction". Obviously just what I was looking for.
Is this function working in an acceptable way? Sounds interesting. Maybe you can post the same sample for a BEFORE/AFTER comparison.
Yes, it is much better than just cutting high frequencies. You can adjust it easily, listen and save when you are happy with the sample.
Ok, I have a new problem. How does one apply Doppler effect to the exterior sounds? Any pointers would be appreciated.
Ok, i have no idea how to change the behaviour of the Doppler Effect, (i hope we mean the same effect, the changing pitchwhen a car drives past you while you are standing or moving much slower).
I am pretty sure the Assetto Corsa Sound Engine calculate it for every exterior sound, like the turbo / engine / gear / horn these effect. You can hear it in this example:
(just the first 15 seconds)
What i do for the Exterior Engine Sound: is to create a Volume Curve for > 1000m distance and
a specific sound for the Exhaust and the Engine Bay( == EventconeAngle=180 for a front engine car) via specific samples and equalizer settings with smooth transistions between the sounds.
Xmas-Special: Here is the Fmod Project from the Old Version of the Toyota 1UZ Sound Mod (pretty bad mixed)
and my new version with straight pipe samples i mixed up yesterday.
It sounds like this:
A very late reply here regarding the Doppler effect. I had simply not noticed the Doppler switch in Master track of exterior sounds. You set it on, and adjust it (I prefer 20-30%). Quite simple.
How does one set the sound/volume to adjust with throttle position?
One of you know how to render the BOV sound in the replay in AC with FMOD?
no way for me but the turbo shine is okay and the BOV inside or outside while playing too.
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