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Can someone tell me how I can mod Sounds?


Porsche Carrera GT
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I'll explain this as well as I can for now.

 

You will need:

 

- A tool like GoldWave or Audacity or Creative WaveStudio. I use GoldWave, as I am most used to its interface.

- A sound loop - I'll explain what this is in a minute.

- A sound in the base game to model the mod after. Some work better than others, and I personally recommend using the Ferrari F40 sound as a base, because the sounds are evenly spaced in pitch. Export all of the sounds out of the file except the horn sound, you'll be working with those as bases.

 

 

1. Acquire a sound loop, or multiple sound loops for different RPM ranges. A sound loop is a sample of car engine sound which sounds the same all the way through. It must not change significantly in pitch, volume, or anything else, and - for best results - you should make it start and end so that, when played over and over, you don't hear a ticking noise when it loops.

 

1b. If you have multiple sound loops, adjust them in pitch until they all match.

 

2. Find the pitch difference between samples. Then make a new set of samples based off of your sound loops and with the same pitch difference.

 

3. Save these samples in Microsoft ADPCM format, 44khz, 4 bit, mono (as opposed to stereo) format.

 

4. Import them back in. Test in-game, and continue testing and editing as necessary.

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