Assetto Corsa - Ford GT40 Mk1 sound mod v1.05

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  • เผยแพร่เมื่อ 28 พ.ย. 2023
  • Apparently I didn't upload this little sound mod demo here on youtube. I made it just under a year ago. Possibly to be updated a little more here and there. Here is the link to the mod release on Race Department with all the details on the making of it, and another link on my mediafire:
    www.racedepartment.com/downlo...
    www.mediafire.com/file/wsktqo...
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ความคิดเห็น • 6

  • @humblegeorge
    @humblegeorge 6 หลายเดือนก่อน +1

    Thank you for my Christmas present :>) Cheers to you mate.

    • @felixseven8958
      @felixseven8958  6 หลายเดือนก่อน

      Hohohooo thank you, mate :D enjoy!

  • @dodge33cymru
    @dodge33cymru 6 หลายเดือนก่อน +2

    Never passes without bringing a smile to my face! Possibly the best sound mod for vintage cars in AC out there. Thanks again.

  • @octavio_67
    @octavio_67 6 หลายเดือนก่อน +1

    Wild sound!

  • @rossmaclean2
    @rossmaclean2 6 หลายเดือนก่อน

    I've ended up here from Jimmy Broadbent's video; that car's sound is incredible. Can you provide a brief overview of how you create the sounds? My current understanding of synthesised engine sounds goes from "it sounds wrong" to "witchcraft" without knowing what happens in between.

    • @felixseven8958
      @felixseven8958  6 หลายเดือนก่อน +1

      Hi, and thanks. Well it can take quite a while. And, unless you can afford your recording equipment and going to a track to record a car, it's literally looking all over the youtube or other places on internet for videos and/or audio recordings with good sound quality AND the car has to be driven well on track 100%... not those show off easy and weak drives around your local drives because it will also sound weak in game. Things like that. There has to be RPM ranges from idle, low, mid, high - on throttle and off throttle. Internally and externally. Then taking samples of all those with some recording software, free or paid. Flattening the pitch of the samples so that the game can use autopitch function and follow the engine RPMs change. That's about 50-60% of work done. And the rest is arranging the samples in FMOD program that finally creates the .bank and GUIDS files that are used by Assetto Corsa. And that's some months or more of practice, trying and failing and getting better and better slowly.
      To begin with all this, you have to be somewhat computer savy and used to all kinds of software, audio/video files manipulation, because it will then feel all familiar and will just take some time to get used to it. There are videos to watch on youtube from several sound modders for AC who recorded what and how they do it, such as SHRModding and AmaFMOD or Fonsecker. That takes time and patience too :D