game_snd.bnk and Sample editor, quick questions:

Posted by masiso 
game_snd.bnk and Sample editor, quick questions:
Date: March 16, 2018 04:21AM
Posted by: masiso
Why do some sounds have 3 variations? For example,

Stots:

17 TC_gear down_int_1
18 TC_gear down_int_2
19 TC_gear down_int_3

have all a slightly different sound but in general sound the same.

If I want to change those 'gear down' sounds to my own sounds, can I put a different sound on each slot, or do I need to use the same sound for each slot?

And why do they repeat on slot 93, 94 and 95? Can I use the same sounds I use for slots 17, 18 and 19?

Hope it makes sense!

Thanks
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 16, 2018 09:18AM
Posted by: munnzy
You can have 3 different sounds or all the same sound.as long as its in the same format
ie sample rate 22050 mono and wav format
if you look at other modes they changed these particular sounds before
regards
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 16, 2018 11:20AM
Posted by: masiso
Thanks Munzy that makes perfect sense!

On another note, I transferred the backfire sounds from the original 2001 bnk file onto my 2004 mod's bnk. I transferred them into their corresponding slots (which is about 15 slots). But when I load up the 2004 mod, the sound of the engines, gear shifts, cockpit etc sound like the 2001 sounds.
How can I make it so that only the backfire sounds are updated and nothing else is affected? Thanks!
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 16, 2018 10:10PM
Posted by: munnzy
hi
i use Sample Editor 1.6.exe to add and sound files to any carset. i am not sure why yours sounds the same are you using CSM or is this a standalone mod ?
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 17, 2018 05:12AM
Posted by: masiso
munnzy Wrote:
-------------------------------------------------------
> hi
> i use Sample Editor 1.6.exe to add and sound files
> to any carset. i am not sure why yours sounds the
> same are you using CSM or is this a standalone mod
> ?

Yes I'm using CSM.
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 17, 2018 11:31AM
Posted by: munnzy
@masiso
ok if using CSM is the game_snd.bnk file being swapped into the gp4 folder from the 2004 mod ?
maybe replace the game_snd you want straight into the gp4 folder after making sure you back up the original and see if that makes a difference !
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 18, 2018 03:08AM
Posted by: masiso
munnzy Wrote:
-------------------------------------------------------
> @masiso
> ok if using CSM is the game_snd.bnk file being
> swapped into the gp4 folder from the 2004 mod ?
> maybe replace the game_snd you want straight into
> the gp4 folder after making sure you back up the
> original and see if that makes a difference !


Ok managed to upload the new sounds into my 2004 mod! The only thing that's not working too well is the new external engine sound cuts out and keeps repeating itself like a broken record when the car is on idle or it accelerates.

This is the process I followed to upload the external sounds:

Opened Sample Editor 1.6
On Sample Editor, I opened the directory: program_files(86)/GP4/GPsaves/carset/2004mod/sounds/game_snd
Then I allocated external engine sounds to the slots the tutorial suggested
I copied engine.text to Preset 5 folder of the mod

I didn't touch 'Ghost of' slots. Should I do anything with 'Ghost of 'slots?

Thanks for all your help so far!
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 18, 2018 05:03PM
Posted by: munnzy
Hiya
the reason the sound cuts out is the engine revs are either too high or too low as set by the engine txt in the preset folder. you can experiment with these by making the sound mute on other presets.


[Sample4A]
High=16200
Low=9300
HighFade=1000
LowFade=1000
FreqOffset=16000
VolOffset=1
Mute=0

mute =1 will silence than sound. make sure the high = more than the car revs to.
low = cut off of that sound
lowfade = fading out over how many revs
highfade = sound fades out after so many revs
freq offset.
the sound being used is at its loudest at this revs.

have a go at changing some values but always make a copy first
GP4 rule 1 make a back up copy first
regards
Re: game_snd.bnk and Sample editor, quick questions:
Date: March 19, 2018 12:47PM
Posted by: masiso
munnzy Wrote:
-------------------------------------------------------
> Hiya
> the reason the sound cuts out is the engine revs
> are either too high or too low as set by the
> engine txt in the preset folder. you can
> experiment with these by making the sound mute on
> other presets.
>
>
>
> High=16200
> Low=9300
> HighFade=1000
> LowFade=1000
> FreqOffset=16000
> VolOffset=1
> Mute=0
>
> mute =1 will silence than sound. make sure the
> high = more than the car revs to.
> low = cut off of that sound
> lowfade = fading out over how many revs
> highfade = sound fades out after so many revs
> freq offset.
> the sound being used is at its loudest at this
> revs.
>
> have a go at changing some values but always make
> a copy first
> GP4 rule 1 make a back up copy first
> regards

Ok awesome! I have a play around with those settings on my day off later in the week. Thanks for all your help Munnzy!
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