Here is a rough preview. It's not even a months worth of progress. [Clickety Click]
I have a rough understanding of 3D concepts due to school and OG help from Nobby on teaching me basic concepts back in the day. I'm learning something new every time I work on the mod
I'm a beta tester as well. In addition to beta testing I'm making my first car mod. An Acura Integra Type R with a JDM front end conversion (what I drive in irl haha)
Would love to hear some news on it. I saw that it had moved to turbo duck but couldn't really find info.. Its alive? Any info would be interesting, Audrey thanks!
Yooo it’s been a phat minute. Hope y’all are doin good. Saw that test drive is makin a comeback which is so dope. Cant wait to see what they come up with
Registered Member #1583
Joined: Sun Jul 07 2013, 02:29PM
Posts: 199
I finally found the soundmod for the Aventador, downloaded it, and everything was awesome, except one thing; The startup. Besides the fact that it also plays a sample of an engine whine (Which can be fixed with the sample played in reverse polarity), it's just one second long (like the original McLaren sound). Is it possible to make this something around 3 seconds? Or does Everything need to be exactly the same? Thanks a lot, XENGS
P.S. If I manage to convert a sound clip in the same kbps - khz and in different duration I am going to try it and let you all know.
Registered Member #756
Joined: Mon Oct 29 2012, 07:03AM
Okay, first things first, lets get some basic facts down before we begin.
-The duration of the startup does not change the amount of time the car takes to start in-game This is because each car has a programmed startup time, that way Atari could fade startup and revving together for a more desirable sound.
-Sounds must have low bit rates. Shouldn't be an issue for a startup.
-Most mod makers DO NOT want their sounds modified. So I modify them at my own risk, and never re-distribute.
-The game CAN be running while completing this process
-Backup all original files, you never know if you may go wrong
-Use a sound editor, like Audacity, to get the best results (e.i. adding fade at the end, and boosting or lowering audio volume)
Okay lets begin with replacing a startup sound! (Back up your files before beginning!!!)
1. First you will need to unpack the .bnk for the sound on that particular car. You can do this by downloading MiniBNKManager, found HERE
2. Extract files anywhere, particularly where you keep all TDU2 mods/files
3. Run Mini Bnk Manager.exe and click the 3 dots at the top to browse to the sound. In your case its most likely Spoiler:
Registered Member #1583
Joined: Sun Jul 07 2013, 02:29PM
Thanks a lot Audrey! I had already figured out the unpacking process, but thanks for taking the time to write all this - I'm pretty sure it will be helpful to others! First of all, you mention Atari fades Reving and startup together - Does it mean that if I use a 3-sec startup sound it will already be faded out in the first second? So will I hear the next two seconds or no? Secondly, all *modified* files in the soundmod I downloaded are in the 1500kbps range - Literaly flac resolution! Is that normal? I'm more familiar with MixMeister rather than Audacity, and it's way more easy to add fades, adjust levels, add effects, compressors, etc -It doesn't have reverse polarity though, since it's a "DJ" program and not that much of a "sound editor"... Anyway. I think those are my questions for now Thanks a lot!
Registered Member #756
Joined: Mon Oct 29 2012, 07:03AM
Atari added fade to the sound themselves, all they did with the mechanics is allow the startup and revving to be overlapped. Fade has to be added in the .wav files itself. Most files over 1500 kbps are not supported in TDU2, anthing under 1500 kbps are ok and working, this is why I recommend Audacity. With Audacity you can change the bit rate, therefore allowing the sound to be supported. You can barely notice the difference in quality in-game
Registered Member #1583
Joined: Sun Jul 07 2013, 02:29PM
I'm done. I ended up not keeping the 5k-rpm rev, and it works much better. And the best thing? It turns out the engine whine was in the sample the original soundmod used, so I didn't have to do any reverse polarity stuff at all It's much better now, although there is a bit of a transition bug. I'll fix it later and send it to the original modder in case he wants to use it
EDIT: Now I'm done. It's absolutely perfect. Just Perfect! If anyone wants it feel free to PM me (I'll send them just the .wav, since everything else is work of the original Sound-Modder).