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Detailed ready-to-use tutorials about "City Car Driving" modding

TOPIC: How to change sounds for player cars and mods

Re: How to change sounds for player cars and mods 27 Dec 2016 17:12 #95269

  • Hseochin
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I downloaded the Mod_Sound_1.5.1 which i understand is latest version you have..my CCD is steam latest updated version.

Problem i encountered is the path stated in the Microsoft XACT tool for all the files like BaseCar etc.
is INVALID ?! So, i only have the wavebank & soundbank files to look at but is not able to resolve these .xwb files in the CCD /data/audio folder into .wav, meaning i cannot hear & edit the audio to change the sound more to my preferences.

I managed to use a utility software to extract the .xwb files into audio format like PCM which is supposed to be audible but problem is the extractor preview tells me the extracted .pcm files are many & some are huge in file size i.e. e.g. BaseCar.xwb extracts into around 82 .pcm files with at least 6 such files total more than 10GB reduce my HDD space ! That process took long time & i cut it off as i don't know when it ends & what eventual HDD space it needs !

So my question here is what is the estimated total HDD workspace to allow for in order that all the .xwb files can be correctly successfully pathed so that this XACT tool can read & hence build upon any edited .wav files i may eventually make ??

Or, is there a better way to get the task done without needing the XACT to bother about accessing the original .wav source path i.e. say i only input my own .wav files & let the XACT tool produce into .xsb & .xwb files which i then copy paste into CCD/data/audio folder without needing to rebuild the whole project ?
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Re: How to change sounds for player cars and mods 27 Dec 2016 18:50 #95273

  • BZ And JZ 26 Motors
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Hello

The sounds in this game in order to path them correctly you should follow this video tutorial there shouldn't be a HDD drive limit you can create many sounds as needed. For the paths you need to make a folder for the wav files for the soundbanks and wavebanks. If you would like to car sounds only you do not need to locate the BaseCar files locate the ones in vaz_2110 that is only i think for ABS skidding sounds only You can't use anything alse without the XACT to acess the original .wav source you need a folder with wav files in the folder so the sounds for XSB and XWB is located in there once you build the project the XSB and XWB files can not be listenable at all and theres no way of editing them and thats the only path there is provided there no other path i don't think so thats always going to be the original and you are going to have to let the XACT tool create the sounds export as XWB and XSB theres no way the project has to be rebuilt i hope you i help in what you required for me to help. Heres the tutorial.

My VK modding group: vk.com/mods_by_bz_and_jz_26_motors
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Re: How to change sounds for player cars and mods 28 Dec 2016 01:20 #95304

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Yes, i viewed that tutorial video before..but i'm not able to directly relate it to what i want to do in my case. Basically what i'm looking for is the ability to say make some minor adjustments to the engine sound of some vehicles to more accurately reflect what i expect based on what i've actually experienced from real sound recordings only for some models i'm interested in.

So in such situation, which is more feasible approach ? (1) or (2) ?
1. e.g. is it possible to load .xwb & .xsb of certain car already in the Mod_Sound_1.51 provided, then
from hearing the output in .wav format using the XACT tool to alter say the pitch or volume etc. ?

2. If above cannot be done because .xwb file cannot be heard & edited, then does this mean only way is
to supply my own .wav file, build it as new project using XACT in order to get the needed .xwb &
.xsb files to copy paste into CCD/data/audio ?

In the case of (2) above, is it correct i load the provided base.xap file then rename it as another .xap file ? Then is it possible to only keep the .xwb & .xsb file for a certain car to edit that file &
delete all the rest of the files which come with the base.xap file..then get XACT to rebuild my renamed
.xap file ? This way so that to avoid the problem of XACT cannot find source path for .wav files since
if i supply my own .wav source file the path is known ?

Another point is, i notice in the wavebank & soundbank lists for a particular car e.g. there's many cues or instances of .wav files BUT if i supply my own .wav soundfiles i only intend to allow for engine idle, engine accelerating & engine crusing i.e. 3 cues for the time being, so would the system
then be able to fall back on the other standard provided cues (& sounds as such) outside of these 3 instances when the CCD program is run ?

So is it correct i take my original single .wav recorded file & use wave editor to chop it into 3 segments corresponding to engine idling, acceleration & cruising respectively i.e. 3 serperate .wav files ?? Is my understanding correct here of the method ??
Last Edit: 28 Dec 2016 01:29 by Hseochin. Reason: typo error
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Re: How to change sounds for player cars and mods 28 Dec 2016 02:40 #95309

  • BZ And JZ 26 Motors
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I never used to tool to adjust the sounds just create it if would like to adjust you would need the wav editor is required for editing sounds i left the link in the other topic all i know use can adjust the sounds in XACT Pitch, Volume and Priority and others adjustabilities you can make i don't exactly know what they are as i never tried all this can be founded in the soundbank files and what minor adjustments would you like to make in order to make it meet with the RL sound recordings?

1.) I don't think its possible to load XWB & XSB in the XACT this is only for producing XWB & XSB and i don't think it can output any wav files once everything is produced to XSB & XWB there is no way to edit it thats when it ready for the game all the editing comes before producing those files the only way you can output the wav files from those files is UNXWB that is specifically for outputing the wav files that is only needed if you can't find any wav files from anywhere else i tried to do exactly the same thing as to what your doing but i don't think i works unless you use UNXWB i will give you the link to it if it helps.

Heres the link here to UNXWB:

www.gog.com/forum/two_worlds_series/like_the_music_heres_how_to_extract_it

Look on step 1 where it says use this link.

2.) No you don't need to supply your own This link i provided should help with the editing only thing you will need to do is work should out each correct number the sound will need do it incorrectly and the Cue name will be wrong and it won't sound good once they are exported as XSB and XWB in the game if you need to supply your own wav file to build the project thats still possible as well.

(2) Yes its possible to rename the XAP file i think i never tried because i did not need to you can rename the XSB and XWB as well and make sure you rename everything in the gamedata folder if were to rename the XAP file you will have to rename everything inside the XAP file. Why would want to delete everything in the XACT file you
can make a new XAP file for a different sound unfortunately if you use a new XAP file you will have to locate the source paths again all wav files including your own will need source path location.

Yes the CCD should be able to run with your own cues and the standard cues i can't guarantee it as i never tried my own wav soundfiles but i believe it should work i don't think cues have a limit. I don't exactly know what system you mean exactly.

Yes you can use the wave editor to divide the sounds into 3 segments that correspond to engine idling & cruising
respectively into 3 serperate wav files i think your understanding is correct referring to your method as there i no cue limit. I hope you can create these desired sounds successfully based in RL. If you need any further help with problems regarding with RL sound or any sound creation you can feel free to ask me.
My VK modding group: vk.com/mods_by_bz_and_jz_26_motors
Last Edit: 29 Dec 2016 02:57 by BZ And JZ 26 Motors. Reason: Spelling Correction.
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Re: How to change sounds for player cars and mods 29 Dec 2016 03:30 #95343

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I note that UNXWB resolves the .xwb into .wav but (similar to the another software i used) the extracted files does not tally in name to what's listed in the wavebank files, which is why the .wav files extracted are practically useless eventhough i managed to hear the sound.

Bottomline observation then becomes..what is the point of providing that Mod_Sound_1.5.1 if people can only see the contents, note how it's organised etc. BUT not able to hear, edit & identify the .wav files referenced ? The sum total of the extracted .wav files tally with the listed wavebank files but because the filenames are not reproduced that's makes it practically not possible to confirm which file is which so even if audible & editable it remains not possible to be sure the file being worked on belongs to which filename on the wavebank lists.

But i note from that video tutorial you referenced, that person was able to get the .wav source path problem solved as result he could edit the .wav files & get the XACT to generate the updated .xwb &.xsb files ?? So i still don't understand / cannot see the 'links' of what he's doing to get there ?? Unfortunately i don't understand Russian as i'm from Asia so is there available an English transcript of what he's talking about in his video to get more complete understanding of what's going on ?
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Re: How to change sounds for player cars and mods 29 Dec 2016 16:59 #95385

  • BZ And JZ 26 Motors
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I know the wav files doesn't give the correct names to give it the correct names you have to work the numbers for the files that belong in the cue section for it to be heard correctly its a good idea to compare it to a sound that is already named correctly and use a similar sound to what you used to extract files from the XSB and XWB if its sound higher or lower then the ready named wav files you should make the numbers less if its lower and the numbers more if its higher i did that with the Audi S4 it took me ages to do but that was my first ever time doing that.

The point of the project file is to build all the wav files to XSB and XWB this is not particularly for much sound editing for this game you use number of different software to do sound editing i would like to try it if i get time as i never tried it before. The wav files can be heard in the XACT you need to run AudConsole3 in order to play it the play button is on top below the tool bar on the left hand side it won't be possible like the ready wav files because its in a different format its in the ADP format it needs to be in the ADPCM format for it to work in the XACT i left the links for the format converting software in the other topic you posted for vehicles based on real engine sounds thats what i did.

citycardriving.com/component/kunena/?func=view&catid=7&id=94699#94865

I'm glad the source path is solved for you to edit and build it to XSB and XWB. The link have been taken down as this video tutorial has been made 3 years ago i will provide all the links you need to create the sound as i have them from the time where they were still available. No theres no English transcript i'm very sorry about that i could try to make one for you if you like but really you don't need to follow what he's saying you just need to follow what he does to make the sound. I hope this has assisted in what you need.
My VK modding group: vk.com/mods_by_bz_and_jz_26_motors
Last Edit: 29 Dec 2016 19:35 by BZ And JZ 26 Motors. Reason: Same Word Twice.
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Re: How to change sounds for player cars and mods 30 Dec 2016 08:34 #95437

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So far, i've managed to use XACT to compile a pair of .xsb & .xwb files based on my own .wav file but i only put in 3 instances under 1 cue...still not too sure what the hell's going on but able to copy paste these 2 files into CCD then altered the car property file to point the sound bank to there.

When i run CCD & selected the car, it sounds very different from my source .wav, it supposed to be 4.2 litre V8 engine but it sounds like the engine always 'stress out'..seems stuck on the higher rpms etc.!
But in the cue list, i only have 3 instances i.e. 'engine_inside_idle' (500 to 900 rpm), 'engine_inside_onload_low'(900 to 3500) & 'engine_inside_onload_high'(3500 to 5500).

I've no time yet to further develop into finer graduations & explore other possibilities which i suspect i must have left out as things like RPC etc. have not been set...overall this entire thing still appear very unclear to me so much work remains to be done to get anything satisfactory !
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Re: How to change sounds for player cars and mods 30 Dec 2016 15:37 #95465

  • BZ And JZ 26 Motors
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Send me the XAP file and XSB and XWB fles in PM (Private Message) and i will see if i can fix it and see whats going on. ;) :) Which car are you editing? I don't really have an idea whats going on so i need to check without that i can't really help you.
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Last Edit: 30 Dec 2016 15:44 by BZ And JZ 26 Motors.
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Re: How to change sounds for player cars and mods 31 Dec 2016 08:59 #95514

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How does one send PM with file attachments ? I tried to PM but can't find a way to attach files ?

If i attach here in this form using the box area then it's not PM i suppose ?

Anyway the 3 files you ask to see are ready. I'll also include the real V8 sound file so you can hear that only the idling sound is quite close, the rest sounds somewhat strange..neither here or there between a V6 & V8 !!

I also changed the indicator sound to also based on real sound..works ok in hazard flasher mode only as
if either left or right direction indicator selected, the program immediately stops working !!
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Re: How to change sounds for player cars and mods 31 Dec 2016 10:30 #95520

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Hseochin wrote:
How does one send PM with file attachments ? I tried to PM but can't find a way to attach files ?

If i attach here in this form using the box area then it's not PM i suppose ?

You should upload to another site, such as dropbox, yandisk or mediafire.
Contact me in a PM if you have any concerns about users or the forum.

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