Sounds not working...still! (Briere or anyone with knowledge on sounds I need you!)

Posted by RHill 
I've been wanting to load sounds into a few CSM mods by Tom. I can now get the sounds to change, but they never sound like the videos posted by Briere in the download section!

For example the 2014 Mercedes download just sounds too high pitched and not like the video.

Here's what I'm doing...I would really appreciate it if someone could work through this problem with me.

Take the game_snd.bnk file - load the .wav files into 100,101,102, 105,106, 110, 111,112,115,116

Place the .bnk back into the sounds folder

Open .csm in notepad and ensure the sounds [file] line read sounds=sounds

Use the engine txt file and place into engine data\present1,2,3,4,5

Now I know the sounds work best with specific RPM's, but what do I need to change in the engine txt file to make the sounds work with lower engine RPM physics? Say 16,700 rather than 18,000.

Even so, when I use Tom's 2014 physics (15400 RPM physics) and Briere's 2014 mercedes sounds (which are advised to work with 15,000RPM) the sound just isn't the same.

I would really really appreciate any help...thank you
You have to edit the Freqoffset lines in the engine.txt file. Let's say you're using a file meant for 15,000 RPM and want to use it with 18,000. You need to change the values by a 18,000/15,000 factor, so 18/15 = 1.2. So quick example straight from my Mercedes sound :

[Sample1A]
FreqOffset=13125 -> 15750

[Sample2A]
FreqOffset=8500 -> 10200

[Sample3A]
FreqOffset=12500 => 15000

[Sample4A]
FreqOffset=11563 -> 13876

So just change the ratio depending on your source/target RPMs :)
Thanks for the reply, does this need to be done for all the samples A & D's?

And if I want to drop down in RPM......say from 18,000RPM to a mod with 16,700 RPM

Would this example be correct...?

From 18,000 to 16,700 RPM (16700/18000=0.92)

[Sample1A]
High=19700
Low=15500
HighFade=800
LowFade=1000
FreqOffset=18000 (18,000 x 0.92 = 16,700 the new value?)
VolOffset=-7
Mute=0



Edited 1 time(s). Last edit at 02/27/2015 01:52PM by RHill.
A and D yes :) And you got the principle right with yout example ;-)
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