Setting characteristict of car external sounds

MaXyM

sfx files contains range, shape and ambient values to set.

EngineRange=
EngineShape=
EngineAmbient=

I believe I know what those do mean. But I wanted to know it more precise. What is relation about those values?

I guess EngineShape defines shape of volume slope in function of distance. but don;t know how to get desired shapes. I saw that this value is set usually to something around 10. But i also saw more than 40.

Especially I wanted to get sound closest to reality, with following characteristic:
1. on replays cars should be heard at long distance. For example 200meters
2. external car sounds should be loud. With a lot of mods we can hear it at very low volume until car is not a few meters far from camera. It is unrealistic because real racing cars "yells" from long distance.

To make it harder those external sounds should be balanced with internal ones. In reality driver in own racing car doesn't hear other cars through own engine sound.
For our use , opponent cars should be heard from really close distance. It would help in positioning opponent cars around us.
I did that but I had to lower external volume of cars. Maybe it is not possible to balance those all volumes with rf1 engine features.

Finally i got quite satisfied results but TV cameras got sound a bit quiet. i have to turn volume up for those views. it's uncomfortable when I change cameras from external to cockpit one.

Is someone (ISI staff?) has detailed description of parameters listed in this post, I would appreciated.
 
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I have a technical sound document somewhere here that I can post. I'll need to find it and then find a good place to post it (although this thread is probably a good a place as any). I won't be around today so I'll try posting it somewhere and let you know (probably tonight or tomorrow). If I forget by tomorrow, PM me to remind me.
 
I have a technical sound document somewhere here that I can post. I'll need to find it and then find a good place to post it (although this thread is probably a good a place as any). I won't be around today so I'll try posting it somewhere and let you know (probably tonight or tomorrow). If I forget by tomorrow, PM me to remind me.
That would be great. I've been looking for proper explanations on all this stuff for a least 2 years now.
 
This is a document I wrote quite a while back for F12001 which should give a basis for understanding of the sound structure. There is an updated section at the bottom which should explain the changes to that structure.

Edit: I just realized it doesn't explain the entries you posted. I'll have to dig around and post that separately.

Edit 2: I've renamed and updated the Sound Document. If you have downloaded the previous attached document, please download this one in place of it.
 
Thank you for posting that pdf. That explains a lot about how sounds are calculated and is probably the best info I have found since rFactor was released.
I have been doing our sounds for a while now and it has pretty much been trial and error adjusting numbers to see what they did. After all this time I am able to
make pretty good sounds but I have never known what a lot of the entries are for or how they work. This helps a lot.

Thanks much.
Bob
 
Totally agree. I've made some engine sounds and was mostly a trial/error process. That means it was painful to get proper results :D Is great to have proper information about it so people can learn it easily.

Thanks indeed Bee! :)
 
Sorry about that. I forgot. I'll add that info to the sound doc tonight and re-post it either tonight or tomorrow. If I forget, PM me to send me a reminder.

PS - I wasn't working with ISI at the time I wrote that sound document, so I know all about trial & error as I had to write that entire document using that process. So I know how time consuming it can be. Hopefully this doc will make the process quicker for people to get sounds going.
 
Ok, see post #6. Hope this answers your questions and makes creating vehicle sounds a bit easier and quicker.
 
Thanks a lot for that.
* The Shape parameter affects the drop-off curve. I believe low numbers make a somewhat linear (generally
unrealistic) drop-off in volume, and high numbers are more curved as in real-life.
May I also add that I noticed that very low numbers for 'shape' work in a weird negative way - the car gets massively louder when further away.
 
Is there anyone in here who can tell me how the blending from transmission works? I like to get the tranny whine at a lower pitch and i like to have the 'tranny_low' blended with the 'tranny_high' at a later stage. Can someone explan what i should tweak?

regards.
 
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