NoGripRacing.com

Go Back   NoGripRacing Forums > PC Racing > rFactor

Reply
 
Thread Tools
Old 27 October 12, 17:31   #1
Some1
 
Join Date: Jan 2010
Default EngineSoundEditor

I've created a tool for editing engine sound SFX files in real time.
Info & download.
Some1 is offline   Reply With Quote
Old 28 October 12, 11:45   #2
hdi
 
Join Date: Oct 2006
Default

Excellent tool for modding engine sound!
Many THX!
hdi is offline   Reply With Quote
Old 28 October 12, 12:36   #3
Jack_NL
 
Jack_NL's Avatar
 
Join Date: Sep 2006
Location: Holland (Groningen)
Default

Thanks for creating it!
very neat looking program

tried to load a sfx file after setting the base sound folder but it wouldnt load the sfx file
"Unable to open the sfx file "is the error (see screenshot)

this is the setting to the base sound folder
Quote:
D:\RaceGames\rFactor Mods\Capri Mod\Ford Capri MK III V2.0\GameData\Sounds\CAPRI_MKIII
should it work with these settings?
Attached Images
File Type: jpg Soundeditor.jpg (102.9 KB, 75 views)
Jack_NL is offline   Reply With Quote
Old 28 October 12, 17:35   #4
mickey65
 
mickey65's Avatar
 
Join Date: Jul 2006
Location: In the deep wood of Germany
Default

thanks for this, make the work on sfx easier.

Have problems:
the sounds from real-cars are different rpm's,
to make with this default-material a wav-file in a small rpm-window,
i have a lot of sounds by Selfmade but always this problems,

thanks for your ideas or a good program,
i use audacity and the wave-editor from nero in Version 7.

thanks and nice greetings mike
mickey65 is offline   Reply With Quote
Old 28 October 12, 19:09   #5
joaoa13pt
 
joaoa13pt's Avatar
 
Join Date: Jun 2009
Location: Portugal
Default

Will it work with GTR2?
Awesome work
joaoa13pt is offline   Reply With Quote
Old 29 October 12, 09:42   #6
Some1
 
Join Date: Jan 2010
Default

Quote:
Originally Posted by Jack_NL View Post
Thanks for creating it!
very neat looking program

tried to load a sfx file after setting the base sound folder but it wouldnt load the sfx file
"Unable to open the sfx file "is the error (see screenshot)

this is the setting to the base sound folder


should it work with these settings?
Yeah, currently the program does not really say, what went wrong, I need to fix that.

I think your base sound folder is incorrect, it should be just
D:\RaceGames\rFactor Mods\Capri Mod\Ford Capri MK III V2.0\GameData\Sounds\.

The SFX file probably refers to the sound files using the folder prefix (like "CAPRI_MKIII/engine.wav"), so to files are looked using the path "<base dir>+<filename>".
Some1 is offline   Reply With Quote
Old 29 October 12, 09:42   #7
Some1
 
Join Date: Jan 2010
Default

Quote:
Originally Posted by joaoa13pt View Post
Will it work with GTR2?
Awesome work
I don't know, I don't have GTR2. If GTR2 engine sound file use same syntax as the rFactor files, then it might work.
Some1 is offline   Reply With Quote
Old 29 October 12, 09:44   #8
Some1
 
Join Date: Jan 2010
Default

Quote:
Originally Posted by mickey65 View Post
thanks for this, make the work on sfx easier.

Have problems:
the sounds from real-cars are different rpm's,
to make with this default-material a wav-file in a small rpm-window,
i have a lot of sounds by Selfmade but always this problems,

thanks for your ideas or a good program,
i use audacity and the wave-editor from nero in Version 7.

thanks and nice greetings mike
I'm sorry, I did not understand any of this
Did you just use Google translator?
Some1 is offline   Reply With Quote
Old 29 October 12, 12:52   #9
joaoa13pt
 
joaoa13pt's Avatar
 
Join Date: Jun 2009
Location: Portugal
Default

Quote:
Originally Posted by Some1 View Post
I don't know, I don't have GTR2. If GTR2 engine sound file use same syntax as the rFactor files, then it might work.
GTR2 uses mostly .wav files, but its also possible to use .sfx sound files without a single problem, but since every default sound file is in wav, is there any chance of making this engine sound editor program also edit wav files? This would make the program useable with rFactor and GTR2 and therefore getting more downloads
Im just saying that it'd be pretty great to get it to work with GTR2's files too, just an ideia
joaoa13pt is offline   Reply With Quote
Old 29 October 12, 14:18   #10
niko060206
 
Join Date: Jul 2007
Location: italy
Default

Sorry can you explain how use it?thx
niko060206 is offline   Reply With Quote
Old 29 October 12, 14:43   #11
Some1
 
Join Date: Jan 2010
Default

Quote:
Originally Posted by joaoa13pt View Post
GTR2 uses mostly .wav files, but its also possible to use .sfx sound files without a single problem, but since every default sound file is in wav, is there any chance of making this engine sound editor program also edit wav files? This would make the program useable with rFactor and GTR2 and therefore getting more downloads
Im just saying that it'd be pretty great to get it to work with GTR2's files too, just an ideia
Um... nono, .wav files are used by both GTR2 and rFactor, the SFX that I'm referring to is the engine sound configuration file (a text file!) that rFactor uses (with extension .sfx). So, if GTR2 has its engine sound properties file (is it ".aud" file perhaps?) with the same syntax as the rFactor one, then it might work. Also, it is not hard to program support for GTR2 or any other engine sound properties file.
Some1 is offline   Reply With Quote
Old 29 October 12, 14:45   #12
Some1
 
Join Date: Jan 2010
Default

Quote:
Originally Posted by niko060206 View Post
Sorry can you explain how use it?thx
I hoped the user interface was pretty much self explaining

Open the program, specify the rFactor sounds base dir (for example, <rFactor folder>/GameData/Sounds) and the open an sfx file of a car.

Then you can change the maximum/minimum/natural rpm values of each sound sample and rev the engine to see if the frequencies mach well or not. In real time!

I hope this helped!
Some1 is offline   Reply With Quote
Old 29 October 12, 20:07   #13
niko060206
 
Join Date: Jul 2007
Location: italy
Default

the problem is that, I have only some sfx files which are notpossible to open and the other files are wav!
niko060206 is offline   Reply With Quote
Old 29 October 12, 20:10   #14
hdi
 
Join Date: Oct 2006
Default

Quote:
Originally Posted by Some1 View Post
I don't know, I don't have GTR2. If GTR2 engine sound file use same syntax as the rFactor files, then it might work.
It works with all Simbin games (GTR2, GTR-Evolution, RACE07,...).
Maybe it is possible to add *.aud or *.* to the file selection menu? Then it is not necessary to rename the *.aud in *.sfx
hdi is offline   Reply With Quote
Old 29 October 12, 20:56   #15
Apollion
 
Join Date: Nov 2006
Default

wow fantastic tool...! Thanks alot..

I've never really dug into editing soundfiles other then to straight forward converting sounds from rFactor to GTR2. I have always understood how the aud file works a bit but it was always too difficult for me to create new files from existing wav files..

Now with your program it is much more easier to create completely new sounds from existing wav files...

I can confirm this works with GTR2 btw!! All you have to do is rename the *.aud file to *.sfx and the program can read it!

Again thanks alot!
Apollion is offline   Reply With Quote
Old 29 October 12, 20:58   #16
joaoa13pt
 
joaoa13pt's Avatar
 
Join Date: Jun 2009
Location: Portugal
Default

Quote:
Originally Posted by Some1 View Post
Um... nono, .wav files are used by both GTR2 and rFactor, the SFX that I'm referring to is the engine sound configuration file (a text file!) that rFactor uses (with extension .sfx). So, if GTR2 has its engine sound properties file (is it ".aud" file perhaps?) with the same syntax as the rFactor one, then it might work. Also, it is not hard to program support for GTR2 or any other engine sound properties file.
OMG you could of have said that earlier!
If it's possible to add *.aud to the allowed file types, that'd be great
Beucase the .aud and .sfx file structure is simillar, if not completelly equal, not sure
but it'd be pretty awesome
i feel stupid now, obviously this program would have to access engine sound files and not just the actually .wav audio files, my mistake, sorry
Thats why the program asks us for the sound files directory
thank yooou!
joaoa13pt is offline   Reply With Quote
Old 30 October 12, 00:37   #17
Zpectre
 
Zpectre's Avatar
 
Join Date: Feb 2010
Location: Brazil
Age: 25
Default

Excellent tool! Many thanks!
Zpectre is offline   Reply With Quote
Old 1 November 12, 19:56   #18
Some1
 
Join Date: Jan 2010
Default

Uploaded new version 0.2. Check the link in the first post.
Some1 is offline   Reply With Quote
Old 1 November 12, 21:28   #19
mrpowcz
 
mrpowcz's Avatar
 
Join Date: Feb 2010
Age: 23
Default

Great stuff, I hope (assume?) it will work with rf2 too as well? It should use the same system
mrpowcz is offline   Reply With Quote
Old 2 November 12, 07:35   #20
Some1
 
Join Date: Jan 2010
Default

Quote:
Originally Posted by mrpowcz View Post
Great stuff, I hope (assume?) it will work with rf2 too as well? It should use the same system
Yest it works with rR2 too
Some1 is offline   Reply With Quote
Old 6 November 12, 09:25   #21
destroem
 
destroem's Avatar
 
Join Date: Jan 2007
Age: 37
Default

thank tou so much Some1
destroem is offline   Reply With Quote
Old 18 November 12, 13:36   #22
Some1
 
Join Date: Jan 2010
Default

Update! Released version 0.3 and source code. Check the link in first post.
Some1 is offline   Reply With Quote
Old 22 November 12, 15:50   #23
Mantapower
 
Mantapower's Avatar
 
Join Date: Dec 2006
Location: Finnerödja, Sweden
Age: 34
Default

This tool is really great, thank you
Mantapower is offline   Reply With Quote
Old 25 November 12, 01:15   #24
ampifliednl
 
Join Date: Mar 2012
Default

Awesome tool man! Even though the save function is broken for me because it screws the lay out of the ini files, this is a great way to find your true rpm values quickly! Save so much hassle of trying and trying to get the right rpm's right! Thanks allot.
ampifliednl is offline   Reply With Quote
Old 25 November 12, 13:05   #25
Some1
 
Join Date: Jan 2010
Default

Quote:
Originally Posted by ampifliednl View Post
Even though the save function is broken for me because it screws the lay out of the ini files, this is a great way to find your true rpm values quickly!
Could you please explain who it screws up the layout? I'd like to have the save feature to be a usable feature
Some1 is offline   Reply With Quote
Old 29 November 12, 03:59   #26
CrazIvant
 
Join Date: May 2010
Default

Thanks a lot for the tool! Very very useful!

Does anybody know if rFactor handle a limited amount of sounds number or you can have as many sounds at different rpm as you want?
CrazIvant is offline   Reply With Quote
Old 1 May 13, 09:20   #27
sti228
 
Join Date: Jul 2012
Location: Georgia/Tbilisi
Default

Some1

Going to download and try this program. Very interesting work man, thank you for that awesome program
sti228 is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 08:11.


Powered by vBulletin® Version 3.8.7 - Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.

www.nogripracing.com 2003 - 2013
Page generated in 0.11436 seconds with 11 queries