Car sounds suck don't you agree? Project car sounds!? :D Remind me whos the sound engineer in this forum?
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So most cars come from Forza or project cars and I'm sitting here in a Ferrari that sounds like a golf lol
I remember seeing a sound engineer comment recently (I'm also a sound engineer/producer)
Project cars has some pretty awesome car sounds and I'm assuming they are already chopped up nicely!
So whos up for a mini project to introduce some project car engine sounds and sfx into GTA?
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@dannythezuko Do you know how to edit GTA V audio files?
If you are sound engineer sure you can do this mod professionaly. If you're interested I can show you how to get Project Cars vehicles audio files in editable formats.
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Yes I just need someone to help me get the raw audio files and show me how to implement them, I can do the rest
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@dannythezuko Is simple. PM.
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Better car sounds would be great, (non-DLC) cars sound so wimpy at high RPM.
I want that screaming 9000 RPM JDM engine noise.
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@dannythezuko What raw files do you need? This is simple work. I'm not taking it to my studio but I can help you out. I edited Radio Los Santos, some songs had to be mixed a little.
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be wary - i've done numerous sound mods and have tried a project like this before, starting with the sanchez. i followed all the rules while doing it too and they'll still come out really fucked up ingame.. i did two whole sets of different custom sanchez sound packs and neither worked no matter what i did. they do some crazy magic with the raw files. some of them will sound right ingame but i've never had any luck actually getting them to play like any of my other sound mods do, and that's taking into account play length and filesize like you have to.
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@Zippo-Raid I would probably start by analysing the audio they use in game first as they will be triggered weirdly no doubt, and I'm guessing we would have to match the time/bpm and length exactly. I plan on layering the sounds over the original sounds and then once they line up exactly remove the originals from the session track and export them and test...
Where are the sounds in open4? and what format?
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everything you need to fuck with is contained in the following archives:
x64\audio\sfx\STREAMED_VEHICLES.rpf
x64\audio\sfx\STREAMED_VEHICLES_GRANULAR_NPC.rpf
x64\audio\sfx\STREAMED_VEHICLES_GRANULAR.rpf\I'm not sure which ones the game prioritizes over the others, or which ones you actually hear ingame, but I would go through and replace every instance of whatever vehicle I was working on just to be sure but like I said.. still disappointment. i've reformatted my computer since, but i may have backed up the custom sound packs.. like i said, everything about them should work, but they don't. if you want, and they still are on my comp, i could upload them for you to fuck with, they sounded really sick.
oh and to answer your other question, openIV exports sound files to .wav
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@Zippo-Raid STREAMED_VEHICLES.rpf is the primary one.
Granulars are for the NPCs (why they need seperate sounds for A.I is stupid, they aren't even the same.)
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@dannythezuko said in Car sounds suck don't you agree? Project car sounds!?
Remind me whos the sound engineer in this forum?:
Yes I just need someone to help me get the raw audio files and show me how to implement them, I can do the rest
Actual decent sounding engine sound mods that don't crash the game you say???
Ok dude....we are counting on you!
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@Zippo-Raid the main issue is the extremely and laughably small file size restrictions the game has. If you mess around with the vehicles.awc file, it cannot exceed 16.6MB. otherwise, it'll mute all the vehicle sounds in the game. You'd think with a 60+GB game, they'd allow at least a 20MB limit to allow for highly improved audio.
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i told you i followed all the rules man, file size taken into account and everything. it goes way further when it comes to vehicle sounds. it's fucked
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Considering the huge amount of different already available vehicle sounds (including the okay-ish dlc ones), i'd do a huge community available list with their real-life equivalent, for example :
SCHAFTER3= V8 6,2 (+ in parenthesis a few irl cars using it) etc...
a simple vehicle.meta <audioNameHash>XXXX>audioNameHash> name changing would be easier than messing with weird audio files
won't be forza-like quality, but that's what we got
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@Cerberuss said in Car sounds suck don't you agree? Project car sounds!?
Remind me whos the sound engineer in this forum?:
Considering the huge amount of different already available vehicle sounds (including the okay-ish dlc ones), i'd do a huge community available list with their real-life equivalent, for example :
SCHAFTER3= V8 6,2 (+ in parenthesis a few irl cars using it) etc...
a simple vehicle.meta <audioNameHash>XXXX>audioNameHash> name changing would be easier than messing with weird audio files
won't be forza-like quality, but that's what we got
Lets be real....except for a couple custom engine idle sound mods all the custom engine sounds mods absolutely suck!
As for audioname hash swapping that isn't what this thread is about
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@rastakilla Yup i know what the thread is about, went on that other possibility because of the actual state of custom engine importation. A few of them are pretty nice (the aventador one maybe, if we exclude the old vanilla sound playing in the back and that sizzling background sound). You should mostly look into the dlc sounds, some are pretty amazing, like that frankenstein halloween hearse car, but yeah i get what you mean.
@Zippo-Raid Is there a proper way to increase the vanilla engine tonnage ? tried a few things but the game ends up crashing, thanks !
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@Cerberuss If you are mentioning about sound swaps, I kind of already made one with numerous different swaps to correspond with my handling... And I admit, vanilla sounds aren't too bad, but could definitely use more volume...
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@chang63 Oh well we must be some kind of soul mates for posting there at the same moment and asking for the same thing, should we like, get married ?
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@Cerberuss sorry to break it to you, but I'm a 23 year old guy, and yes I'm straight...
Anyways, I've tried increasing the volume of all the Streamed Vehicle sounds in the rpf folder, but that just either lead to complete silence or crash, haven't had any luck with getting it working...
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@Cerberuss I couldn't find a way, even tried just boosting the vanilla engine sounds so they'd be louder with no luck. Only thing that worked for me is audiohash swaps in vehicles.meta
I settled on fucking around with my volume panel in the settings menu for a better mix to make the cars louder by turning my radio volume down but it really didn't help a whole lot. I pretty much gave up on the project otherwise I'd have all the sounds custom done by now. I stopped trying like a year and a half ago
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I made a thread with a windows fix long ago.
https://forums.gta5-mods.com/topic/11341/louder-game-volume-with-headphones
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@rastakilla does it just increase volume of engine sounds or all sfx? Cause if it's overall sounds, then my audio chain/setup does a pretty good job already, with vacuum tubes mellowing out most of the harsh sounds, so sfx are louder, but more importantly, engine noise becomes much more audible/pronounce. This is without any EQ or software enhancements, just direct mode from my DAC/amp to my tube amp to my headphones (with different pleather earpads since stock velour earpads had horrible treble harshness to it)
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@chang63 said in Car sounds suck don't you agree? Project car sounds!?
Remind me whos the sound engineer in this forum?:
@rastakilla does it just increase volume of engine sounds or all sfx? Cause if it's overall sounds, then my audio chain/setup does a pretty good job already, with vacuum tubes mellowing out most of the harsh sounds, so sfx are louder, but more importantly, engine noise becomes much more audible/pronounce. This is without any EQ or software enhancements, just direct mode from my DAC/amp to my tube amp to my headphones (with different pleather earpads since stock velour earpads had horrible treble harshness to it)
Yes It makes all sfx loud!
Where is this setup of yours???
I want it
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I just ripped some nfs mw 2005 and carbon audio files because they come with a engine and exhaust acceleration & deceleration sounds (granular sounds), along with static frequencies (used in STREAMED_VEHICLES).
It would be so easy making GOOD engine sounds if the game prioritize the static frequencies instead of the goddamn granulars, because granulars are chopped in a way that only rockstar knows, low/mid/high tones need to match perfectly to the game code to be perfectly audible....
Whilst static frequencies just need to be pitch-edited proportionally to the current car's RPM
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@lorizz12 said in Car sounds suck don't you agree? Project car sounds!?
Remind me whos the sound engineer in this forum?:
I just ripped some nfs mw 2005 and carbon audio files because they come with a engine and exhaust acceleration & deceleration sounds (granular sounds), along with static frequencies (used in STREAMED_VEHICLES).
It would be so easy making GOOD engine sounds if the game prioritize the static frequencies instead of the goddamn granulars, because granulars are chopped in a way that only rockstar knows, low/mid/high tones need to match perfectly to the game code to be perfectly audible....
Whilst static frequencies just need to be pitch-edited proportionally to the current car's RPMGlad we have someone that knows the in depth technical aspects of the granulas
Its a start, so when we are making the sound files the same exact size and we still get a crash 5 seconds within the sound playing...whats pissing the game code off?