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:
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