Noob Slayer Posted January 6, 2013 Share Posted January 6, 2013 Have you ever noticed that you (the player) has a lower, rumbling engine, and the AI has a higher sounding engine? You can change this. In GAMEDATACOMMON, you will find a file called GENERAL.SBK. Open it in notepad and all you have to do is scroll down until you find an entry called engine.pcm. That is the player's engine sound. All you have to do is substitute eengine.pcm (the AI engine), and you will have their engine sound. To give the AI the player's engine sound, scroll down to the bottom of the SBK file until you find the second eengine.pcm entry. Change it to engine.pcm and the 2 engine sounds will be swapped! Nouche 92 1 Link to comment Share on other sites More sharing options...
alan Posted January 19, 2013 Share Posted January 19, 2013 I tried every of the 80 sounds in the GENERAL.SBK and now created a list of which sound is what: 80 Amount 321.pcm 3,2,1 sound or Kahuka's honk block.pcm sound when sth. hits the shields brake1.pcm brake of player brake2.pcm brake of player btmout.pcm hit sth. hard canhit.pcm hitting bullet e.g. in Race 2 of Basil's Circuit cansht.pcm launching bullet (not from player or opponent) cansus.pcm Basil Race flying bomber at end-sound cursehit.pcm curse while driving cursesus.pcm curse of mummy 'gate' engine.pcm player's engine enhan01.pcm collected 1 white brick enhan02.pcm collected 2 white bricks enhan03.pcm collected 3 white bricks form.pcm Respawn of power ups go.pcm GO!-Sound gpwdrdrp.pcm two vehicles scratching with their sides against each other (thanks to RobExplorien) gpwdrsus.pcm Yellow and 1 White: flying backwards grphit.pcm grapple Metal Hit grppull.pcm grapple pulling grprel.pcm another sound of grapple grpsht.pcm throw grapple grpsnap.pcm Metal grapple Fail grpsus.pcm another sound of grapple hitcar.pcm car hit sound hitenv.pcm ANother hit sound horn01.pcm Player 1 Honk horn02.pcm whistling honk (high-low) horn03.pcm Player 2 honk horn04.pcm Old Honk with Kinda Fail horn05.pcm Old working Honk horn06.pcm Redbeard's Honk idle.pcm player engine in idle position mdrop.pcm place 'Yellow with 2 White bricks' mmine.pcm 'Yellow with 2 w. bricks" tractor beam sound mtrap.pcm caught in tractor beam octact0.pcm Green (0 white) startup octact1.pcm Green (1 white) startup octact2.pcm Green (2 white) Startup octact3.pcm Green (3 white) Warp sound Startup octexp0.pcm green (0 white) extinguish octexp3.pcm Come out of Time Warp octsus0.pcm light rumble sound, Belongs to Green0 octsus1.pcm light rumble sound, Belongs to Green 1 White octsus2.pcm flying rumble sound, Belongs to Green 2 White octsus3.pcm belongs to TimeWarp, same as octsus2 oildrp.pcm drop Oil (yellow0) oilhit.pcm opponents slipping on oil oilsus.pcm oil bubbling power.pcm drive through time warp rockhit.pcm rocket (red, 3 white) hit rocksht.pcm Rocket launching rocksus.pcm (Rocket flying sound) Unknown to me shield1.pcm Blue 1 white shield sound skid.pcm Unknown Sound??? skrcar.pcm Dangling car sound (fast hits) skrenv.pcm Another Car hit sound slide1.pcm Powerslide start slide2.pcm Sliding sound soff.pcm Shield fade out spin.pcm Player on Oil or sth else spinning around sput.pcm Deceleration sound (thanks musiclover350) start.pcm Player engine startup tire1.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) tire2.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) turbo.pcm Sound when opponents drive into Time Warp and tire sound when starting any turbo wndexp.pcm wand going away wndhit.pcm wand hitting wndsus1.pcm Lightning active sound of wand wndsus2.pcm Lightning passive sound of wand block1.pcm sound2 when sth. hits the shields block2.pcm sound3 when sth. hits the shields enhbonus.pcm Exchange of power ups grphtenv.pcm grapple failing mrel.pcm tractor beam (yellow 2 white) fade out octexp2.pcm Some sound belonging to green with 2 white bricks shield0.pcm shield blue 0 white sound shield2.pcm shield blue 2 white sound shield3.pcm shield blue 3 white sound eengine.pcm opponent's engine sound One bad thing is that you can't change the sound of when you stop accelerating (so you put your hand away from Arrow up when driving). This sound seems to be hardcoded anywhere. Maybe anyone can find it? A cool thing with the engine.pcm is that you can insert any other sound there (it has then different pitches, depending on how fast you drive). A cool engine sound is shield2.pcm or shield1.pcm and as idle sound use shield0.pcm. The bad thing about that is the sound that is probably hardcoded and so you still hear the normal engine sound when stopping to accelerate (in german: 'den Wagen rollen lassen'). When you want to change some sounds, make sure they are placed there where you want to have them. For example you want to remove the player's honk and give him redbeard's honk. Then you write horn06.pcm where the player's honk is set (horn01.pcm). So you just change horn01 to horn06 and then you recompile, ... FeebTube, Nouche 92, Jack Bluebeard and 2 others 5 Link to comment Share on other sites More sharing options...
Jimbob Posted January 19, 2013 Share Posted January 19, 2013 Great job on that list, Alan! It really helps :) Link to comment Share on other sites More sharing options...
RobExplorien Posted February 22, 2013 Share Posted February 22, 2013 gpwdrdrp.pcm Unknown 'shrapping' sound (don't know english word for this) You probably mean by that; two vehicles scratching with their sides against each other (this might not be the correct english term as well), but I'm not sure about this. EDIT: tire1.pcm some noise of wheels tire2.pcm another strange wheel sound And this; friction of wheels with surface, resulting in a screeching sound. Link to comment Share on other sites More sharing options...
Jimbob Posted February 22, 2013 Share Posted February 22, 2013 gpwdrdrp.pcm Unknown 'shrapping' sound (don't know english word for this) You probably mean by that; two vehicles scratching with their sides against each other (this might not be the correct english term as well), but I'm not sure about this. Sounds English enough to me, only other words I can think of is scraping or the more technical 'abrasion'. Link to comment Share on other sites More sharing options...
RobExplorien Posted February 22, 2013 Share Posted February 22, 2013 gpwdrdrp.pcm Unknown 'shrapping' sound (don't know english word for this) You probably mean by that; two vehicles scratching with their sides against each other (this might not be the correct english term as well), but I'm not sure about this. Sounds English enough to me, only other words I can think of is scraping or the more technical 'abrasion'. Yeah, that's the actual word I was looking for; 'scraping'. Cannot believe how I missed that out, because I had the almost same-spelled dutch term 'schrapen' in mind. spin.pcm Player on Oil oder sth else spinning around Yep, he's german alright. Link to comment Share on other sites More sharing options...
alan Posted February 23, 2013 Share Posted February 23, 2013 spin.pcm Player on Oil oder sth else spinning around Yep, he's german alright. oops, i made that list in german and translated it afterwards. Seems like I have forgotten some connective words Added those suggestions to the list Link to comment Share on other sites More sharing options...
RobExplorien Posted February 23, 2013 Share Posted February 23, 2013 Added those suggestions to the list You don't necessarily have to thank me for that in the list. Link to comment Share on other sites More sharing options...
alan Posted February 23, 2013 Share Posted February 23, 2013 I'm always giving credit Link to comment Share on other sites More sharing options...
RobExplorien Posted February 25, 2013 Share Posted February 25, 2013 Alright, I almost got it. If you want to sound exactly like an AI, then cut the following files (or delete) out of the .JAM and place them elsewhere: BRAKE1.PCM BRAKE2.PCM BTMOUT.PCM GPWDRDRP.PCM HITCAR.PCM HITENV.PCM SKID.PCM SKRCAR.PCM SKRENV.PCM SLIDE1.PCM SLIDE2.PCM TIRE1.PCM TIRE2.PCM And rename in the GENERAL.SBK file (open with notepad for easy modding): engine.pcm to eengine.pcm (you know why) horn01.pcm to horn02.pcm (changing horn to AI's horn) I'm still missing the sound that you hear when driving on grass and sand and through water. I have not found that one yet. Also, one step further in being AI is to remove the sliding textures, when drifting or using a turbo, and the particles (little stars) that show up when scraping against a car. Link to comment Share on other sites More sharing options...
alan Posted February 25, 2013 Share Posted February 25, 2013 Alright, I almost got it. If you want to sound exactly like an AI, then cut the following files (or delete) out of the .JAM and place them elsewhere: BRAKE1.PCM BRAKE2.PCM BTMOUT.PCM GPWDRDRP.PCM HITCAR.PCM HITENV.PCM SKID.PCM SKRCAR.PCM SKRENV.PCM SLIDE1.PCM SLIDE2.PCM TIRE1.PCM TIRE2.PCM When you do that, you have to refresh the amount of soumds in the first line. horn01.pcm to horn02.pcm (changing horn to AI's horn) You can actually use any other of the honks too as player because the honks variate AI by AI. I'm still missing the sound that you hear when driving on grass and sand and through water. I have not found that one yet. Also, one step further in being AI is to remove the sliding textures, when drifting or using a turbo, and the particles (little stars) that show up when scraping against a car. I guess these sounds are located in the Race folders but I'm not sure. Link to comment Share on other sites More sharing options...
RobExplorien Posted February 25, 2013 Share Posted February 25, 2013 Alright, I almost got it. If you want to sound exactly like an AI, then cut the following files (or delete) out of the .JAM and place them elsewhere: BRAKE1.PCM BRAKE2.PCM BTMOUT.PCM GPWDRDRP.PCM HITCAR.PCM HITENV.PCM SKID.PCM SKRCAR.PCM SKRENV.PCM SLIDE1.PCM SLIDE2.PCM TIRE1.PCM TIRE2.PCM When you do that, you have to refresh the amount of soumds in the first line. You mean, changing the value 80 in GENERAL.SBK? All I did was move these .PCM files out of the .JAM archive, then recompile, and I can run the game without any trouble. I don't have to adjust the GENERAL.SKB file for removing these sounds. Although there is one error; removing IDLE.PCM from this archive will cause the game to crash when starting a new race. You can actually use any other of the honks too as player because the honks variate AI by AI. Yeah, I guess I should have said 'changing horn to minor AI opponent'. My aim is to copy their behaviour, sounds and textures. Link to comment Share on other sites More sharing options...
RobExplorien Posted March 3, 2013 Share Posted March 3, 2013 One bad thing is that you can't change the sound of when you stop accelerating (so you put your hand away from Arrow up when driving). This sound seems to be hardcoded anywhere. Maybe anyone can find it? Late reply, but for some clarificaction. There is no sound for eengine.pcm when 'taking your finger off the accelerate-key'. An AI never stops accelerating. The AI may slow down (bump into something, getting hit by a cannonball, that stuff), but doesn't stop with accelerating, as if they keep pressing the accelerate-key. If you slow down with the accelerate-key still being pressed, a 'slowing down' sound for eengine.pcm can be heard. But not pressing the key means that there is no sound for a 'slowing down' engine, and the sound of engine.pcm will be used instead. I may be wrong, but this is my guess. Link to comment Share on other sites More sharing options...
LEGOISAWESOME Posted March 6, 2013 Share Posted March 6, 2013 One bad thing is that you can't change the sound of when you stop accelerating (so you put your hand away from Arrow up when driving). This sound seems to be hardcoded anywhere. Maybe anyone can find it? Late reply, but for some clarificaction. There is no sound for eengine.pcm when 'taking your finger off the accelerate-key'. An AI never stops accelerating. The AI may slow down (bump into something, getting hit by a cannonball, that stuff), but doesn't stop with accelerating, as if they keep pressing the accelerate-key. If you slow down with the accelerate-key still being pressed, a 'slowing down' sound for eengine.pcm can be heard. But not pressing the key means that there is no sound for a 'slowing down' engine, and the sound of engine.pcm will be used instead. I may be wrong, but this is my guess. I've noticed the "slowing down" sound you hear is the same sound the Demo car makes whilst accelerating. Link to comment Share on other sites More sharing options...
Jack Bluebeard Posted May 17, 2013 Share Posted May 17, 2013 But can't we edit the deceleration sound? Link to comment Share on other sites More sharing options...
alan Posted May 17, 2013 Share Posted May 17, 2013 No, unfortunately not, I tried to find a file for it but it seems to be based on none of these files. Actually I have never found any other file that could contain the deceleraion sound... Update: musiclover350 has found it... it was sput.pcm Link to comment Share on other sites More sharing options...
RobExplorien Posted May 17, 2013 Share Posted May 17, 2013 But can't we edit the deceleration sound? If we know how to edit which key triggers what sound, we could I suppose. For example, assigning eengine.pcm to the 'no key-pressed' value. EDIT: Actually I have never found any other file that could contain the deceleraion sound... The deceleration sound is part of the eengine.pcm and engine.pcm file. The motor sound is just altered, to match the sound of a decelerating car. Link to comment Share on other sites More sharing options...
alan Posted May 18, 2013 Share Posted May 18, 2013 Actually I have never found any other file that could contain the deceleraion sound... The deceleration sound is part of the eengine.pcm and engine.pcm file. The motor sound is just altered, to match the sound of a decelerating car. That is not quite correct because I also messed up the sounds once (I put shield0.pcm where the entry for engine.pcm was to get the shield sound as engine sound) and still (even if there was nowhere the engine.pcm file listed anymore) the deceleration sound was the same as with the normal 'engine.pcm' engine sound... So the deceleration is independent from that. But what is it depending on then?? Link to comment Share on other sites More sharing options...
RobExplorien Posted May 18, 2013 Share Posted May 18, 2013 Actually I have never found any other file that could contain the deceleraion sound... The deceleration sound is part of the eengine.pcm and engine.pcm file. The motor sound is just altered, to match the sound of a decelerating car. That is not quite correct because I also messed up the sounds once (I put shield0.pcm where the entry for engine.pcm was to get the shield sound as engine sound) and still (even if there was nowhere the engine.pcm file listed anymore) the deceleration sound was the same as with the normal 'engine.pcm' engine sound... So the deceleration is independent from that. But what is it depending on then?? Yes, that may be, but that does not mean that the deceleration sound can't be an altered version of engine.pcm. The deceleration sound could be regarded as the 'no key'-pressed sound in a race, no matter which engine sound you assigned to your vehicle. Therefore, assigning the shield0.pcm does make your engine sound like the shield, but since the deceleration sound is assigned to 'no key'-pressed, it will use the altered version of engine.pcm when decelerating. But what I said is a theory, so I may be wrong. It probably is hardcoded somewhere, and we'd have to dig deeper in the files to change that. Link to comment Share on other sites More sharing options...
alan Posted May 18, 2013 Share Posted May 18, 2013 Yes, that may be, but that does not mean that the deceleration sound can't be an altered version of engine.pcm. The deceleration sound could be regarded as the 'no key'-pressed sound in a race, no matter which engine sound you assigned to your vehicle. Therefore, assigning the shield0.pcm does make your engine sound like the shield, but since the deceleration sound is assigned to 'no key'-pressed, it will use the altered version of engine.pcm when decelerating. But what I said is a theory, so I may be wrong. It probably is hardcoded somewhere, and we'd have to dig deeper in the files to change that. Ok, sorry, then I misunderstood you. Maybe the deceleration sound directly uses the 'upside down version' of engine.pcm. Then it might be possible to change the sound by simply replacing the file, not the name in the list. It's worth a try (well, I haven't LR installed, could you please test it? Just switch the names of eengine.pcm and engine.pcm and write the result - thank you) Link to comment Share on other sites More sharing options...
RobExplorien Posted May 18, 2013 Share Posted May 18, 2013 Yes, that may be, but that does not mean that the deceleration sound can't be an altered version of engine.pcm. The deceleration sound could be regarded as the 'no key'-pressed sound in a race, no matter which engine sound you assigned to your vehicle. Therefore, assigning the shield0.pcm does make your engine sound like the shield, but since the deceleration sound is assigned to 'no key'-pressed, it will use the altered version of engine.pcm when decelerating. But what I said is a theory, so I may be wrong. It probably is hardcoded somewhere, and we'd have to dig deeper in the files to change that. Ok, sorry, then I misunderstood you. Maybe the deceleration sound directly uses the 'upside down version' of engine.pcm. Then it might be possible to change the sound by simply replacing the file, not the name in the list. It's worth a try (well, I haven't LR installed, could you please test it? Just switch the names of eengine.pcm and engine.pcm and write the result - thank you) It doesn't make it sound any different, just as I thought it'd be. It still is the default deceleration sound. Link to comment Share on other sites More sharing options...
alan Posted May 18, 2013 Share Posted May 18, 2013 Okay, then we can be pretty sure it's either hard coded or somewhere else where we don't expect it to be... Thanks for trying out Link to comment Share on other sites More sharing options...
Jack Bluebeard Posted May 21, 2013 Share Posted May 21, 2013 Hey, I got it! It's recorded as SPUT.PCM and yes, I'm referring to the deceleration sound of the player's car and the engine of demo King Kahuka. RobExplorien 1 Link to comment Share on other sites More sharing options...
RobExplorien Posted May 21, 2013 Share Posted May 21, 2013 Hey, I got it! It's recorded as SPUT.PCM and yes, I'm referring to the deceleration sound of the player's car and the engine of demo King Kahuka. Good find. I just tested it, and it seems to be the right sound for an AI engine deceleration. Link to comment Share on other sites More sharing options...
alan Posted May 21, 2013 Share Posted May 21, 2013 Now where's the AI's deceleration? Or we would have to pitch Sput.pcm... Link to comment Share on other sites More sharing options...
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