Jump to content


* * * * * 5 votes

Gpl Engine Sound (Gples) V1.0


  • Please log in to reply
147 replies to this topic

#21 Robert Fleurke

Robert Fleurke

    Denny Hulme

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 577 posts
  • Gender:Male
  • Location:Groningen, the Netherlands
  • Interests:Life
  • Sim interest:GPL

Posted Sep 25 2014 - 09:25 AM

Cheers Lee, will check it out! :)

#22 twinpotter

twinpotter

    Richard "Dick"Seaman

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 1,485 posts
  • Gender:Male
  • Location:leeds,England
  • Interests:Motor Racing
    Motorbikes
    computer gaming-
  • Sim interest:GPL

Posted Sep 25 2014 - 10:04 AM

Once again Lee thank you so much!!

TP: :hat-tip:

#23 Fat Rich

Fat Rich

    Lazy Blipper

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 774 posts
  • Gender:Male
  • Location:Fallen out of the Karussell again
  • Interests:GPL has got me by the throat and won't let go.
  • Sim interest:GPL

Posted Sep 25 2014 - 11:09 AM

Just a thought, is it possible to add a "Play and vary with car speed" option to the Sound Loader Editor tool at some point in the future? Might be handy for a transmission whine sound, probably most noticeable in a closed cockpit GT mod car.

#24 Lee200

Lee200

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 1,584 posts
  • Gender:Male
  • Sim interest:GPL

Posted Sep 25 2014 - 11:47 AM

View PostFat Rich, on Sep 25 2014 - 11:09 AM, said:

Just a thought, is it possible to add a "Play and vary with car speed" option to the Sound Loader Editor tool at some point in the future? Might be handy for a transmission whine sound, probably most noticeable in a closed cockpit GT mod car.

No.

To be honest guys, I've spent almost a year working on this.  The last five months were spent waiting on new sound sets which never materialized.  I'm burned out with this project and probably won't enhance it farther.

#25 Nicolas

Nicolas

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 293 posts
  • Interests:Grand Prix Legends, Rally racing
  • Sim interest:GPL

Posted Sep 25 2014 - 01:40 PM

Amazing piece of code modding! I hope the best sound designers will step up to make perfect sound sets for this one. It is very important to have the exactly correct sample RPM for each sample, so it won't sound like 2 engines running in the crossover areas. But when you get that right, this tool gives you the possibility to make fantastic sound sets. Knowing this mod community, I'm sure some people will step up and give us the goodies. :) Thanks for your contribution!

#26 Fat Rich

Fat Rich

    Lazy Blipper

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 774 posts
  • Gender:Male
  • Location:Fallen out of the Karussell again
  • Interests:GPL has got me by the throat and won't let go.
  • Sim interest:GPL

Posted Sep 25 2014 - 02:18 PM

View PostLee200, on Sep 25 2014 - 11:47 AM, said:


No.

To be honest guys, I've spent almost a year working on this.  The last five months were spent waiting on new sound sets which never materialized.  I'm burned out with this project and probably won't enhance it farther.

Fair enough, thanks again for all the time and effort you've put into this. It's much appreciated.

#27 Lee200

Lee200

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 1,584 posts
  • Gender:Male
  • Sim interest:GPL

Posted Sep 25 2014 - 03:22 PM

View PostFat Rich, on Sep 25 2014 - 02:18 PM, said:

View PostLee200, on Sep 25 2014 - 11:47 AM, said:

No.

To be honest guys, I've spent almost a year working on this.  The last five months were spent waiting on new sound sets which never materialized.  I'm burned out with this project and probably won't enhance it farther.

Fair enough, thanks again for all the time and effort you've put into this. It's much appreciated.

No problem Rich and it never hurts to ask.  :)

I probably won't enhance the patch itself, but IF others start making sound sets for the other mods, I will need to modify the GPL Engine Sound.exe Editor Tool so that it fully supports all the mods.  That's a simple fix and simply involves coming up with an acceptable directory name convention.

#28 Nicolas

Nicolas

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 293 posts
  • Interests:Grand Prix Legends, Rally racing
  • Sim interest:GPL

Posted Sep 26 2014 - 12:17 PM

I looked at the editor and the manual, but one thing is unclear to me: what does the program assume to be the base RPM of each individual sound? This is very important to get right in order to have for example cross faded sounds not sounding as 2 engines running at once. You set an RPM range in which a sound is heard and pitched, but within this RPM range the sound will be pitched up or down relative to a certain base RPM. I just can't find which base RPM it assumes. Optimally, each sound would be able to have its own unique base RPM, because that's the only way to truly get rid of overstretched sound problems.

#29 Lee200

Lee200

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 1,584 posts
  • Gender:Male
  • Sim interest:GPL

Posted Sep 26 2014 - 01:32 PM

View PostNicolas, on Sep 26 2014 - 12:17 PM, said:

I looked at the editor and the manual, but one thing is unclear to me: what does the program assume to be the base RPM of each individual sound? This is very important to get right in order to have for example cross faded sounds not sounding as 2 engines running at once. You set an RPM range in which a sound is heard and pitched, but within this RPM range the sound will be pitched up or down relative to a certain base RPM. I just can't find which base RPM it assumes. Optimally, each sound would be able to have its own unique base RPM, because that's the only way to truly get rid of overstretched sound problems.

Nicholas, the program uses 5400 as the base RPM for all seven engine sounds.

#30 Nicolas

Nicolas

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 293 posts
  • Interests:Grand Prix Legends, Rally racing
  • Sim interest:GPL

Posted Sep 26 2014 - 01:59 PM

Thanks for the info. So, the workaround for this would be (just an example): you have a low RPM sound recorded at 1000 RPM, med RPM sound at 4000 RPM, and high RPM sound recorded at 9000 RPM. In a sound editor, you have to pitch them all to 5400 RPM, after which GPL will pitch them back to their realistic range. This extra step will not help in keeping artifacts out, but I guess we can't get around that. In any case it is of paramount importance to have the base sounds perfectly "in tune" (at the same frequency/RPM and in phase) at what you define as 5400RPM, so the transition between sounds will be seamless. The transition should only change the timbre without any noticable detuning or phasing. The currently provided soundsets still have some work in that respect here and there. I'd give it a go (I'm a hobbyist synth musician) if I weren't spending all my GPL time on Chimay '72. In any case this mod is a very powerful tool, creating the potential to seriously upgrade the engine sound quality. I'm looking forward to a soundset with some really dirty backfire sounds. :)

Edited by Nicolas, Sep 26 2014 - 02:04 PM.


#31 Nokiabrier

Nokiabrier

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 109 posts
  • Gender:Male
  • Location:Saint-Jean-sur-Richelieu, Qc, Canada
  • Interests:GPL, Curling
  • Sim interest:GPL

Posted Sep 26 2014 - 03:16 PM

Oh great, thanks Lee, that's the kind of thing that makes me want to return to sound editing. Feels like I'm with GP4 again lol.

I have a problem though. So I follow the quick start guide, step by step, and it's going along nicely. But when I click the green flag in GEM+ (2.5.32 version if it matters) I get an error message that simply says "error". And then the Debug.txt file is created. Man, it's all messed up. Here it is.

If I disable the new advanced sound options, the game runs fine, as usual. I'd really like to hear those engines today lol. Thanks for the help ! :)

Attached Files



#32 Lee200

Lee200

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 1,584 posts
  • Gender:Male
  • Sim interest:GPL

Posted Sep 26 2014 - 03:46 PM

View PostNokiabrier, on Sep 26 2014 - 03:16 PM, said:

Oh great, thanks Lee, that's the kind of thing that makes me want to return to sound editing. Feels like I'm with GP4 again lol.

I have a problem though. So I follow the quick start guide, step by step, and it's going along nicely. But when I click the green flag in GEM+ (2.5.32 version if it matters) I get an error message that simply says "error". And then the Debug.txt file is created. Man, it's all messed up. Here it is.

If I disable the new advanced sound options, the game runs fine, as usual. I'd really like to hear those engines today lol. Thanks for the help ! :)

Did you copy the entire GPLES directory to your GPL sound directory?

This is a typical error when you are missing one or more required sound files.

#33 Nokiabrier

Nokiabrier

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 109 posts
  • Gender:Male
  • Location:Saint-Jean-sur-Richelieu, Qc, Canada
  • Interests:GPL, Curling
  • Sim interest:GPL

Posted Sep 26 2014 - 06:38 PM

I actually forgot to move the dll file. I'll try again in a minute :)

#34 Nokiabrier

Nokiabrier

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 109 posts
  • Gender:Male
  • Location:Saint-Jean-sur-Richelieu, Qc, Canada
  • Interests:GPL, Curling
  • Sim interest:GPL

Posted Sep 26 2014 - 09:29 PM

No, I deleted and reinstalled everything as the Quick Start Guide says and I get the same error message :(

:Edit// It's actually the 92 Engine Sound tweak that causes the crash. I can load the game fine with only 77b on, but as soon as I get on track (probably when the engine sound is loaded) game crashes. If I activate 92 only, I get the error message, and I get the same when I activate both. The error message appears even when I click the red flag and save .exe files :confused:

Edited by Nokiabrier, Sep 26 2014 - 09:36 PM.


#35 Nicolas

Nicolas

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 293 posts
  • Interests:Grand Prix Legends, Rally racing
  • Sim interest:GPL

Posted Sep 27 2014 - 12:30 AM

Hmmm, strange. Here it works on a W7 laptop with the most basic onboard sound chip. I didn't do anything fancy, just copied both folders to their respective destination, then ran the program and pressed the button, then fired up GEM and it all worked. I didn't copy the DLL or anything.

Edited by Nicolas, Sep 27 2014 - 12:30 AM.


#36 4roger4

4roger4

    Mike Parkes

  • Members
  • PipPip
  • 13 posts
  • Sim interest:GPL

Posted Sep 27 2014 - 05:44 AM

Thanks Lee for this great sound mod, Honda is awesome, just got to wait now for you sound experts to make some sound files for the 65 and 67f2 mods.

#37 Lee200

Lee200

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 1,584 posts
  • Gender:Male
  • Sim interest:GPL

Posted Sep 27 2014 - 06:35 AM

Nicolas, that's weird that it works OK for you on your laptop, but not on your PC.

The 92.xml simply adds the new engine sound file names to the physics.  It's actually pretty simple and I should have included it's code together with the 77B .xml.

Regardless, this appears to be a GEM+ patching issue.  Here's a few things you might try.

1.  Make sure you don't have any other optional patches selected...just the 77B and 92.
2.  Delete any existing gplc67.exe file before running GEM+.

#38 Nokiabrier

Nokiabrier

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 109 posts
  • Gender:Male
  • Location:Saint-Jean-sur-Richelieu, Qc, Canada
  • Interests:GPL, Curling
  • Sim interest:GPL

Posted Sep 27 2014 - 09:21 AM

Makes no difference :(

#39 Alter

Alter

    Jochen Rindt

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 166 posts
  • Gender:Male
  • Location:Germany
  • Interests:GPL
  • Sim interest:GPL

Posted Sep 27 2014 - 10:01 AM

Hi Lee
Just another question from a humble has been ß-testing racer. TMHO reagibility of the cars decrease having chosen the 77b und 92 xml. Which max number of sounds in GPL options (used 16) is recommended? I do have a current PC system but the multiple sound options seems to use a lot of CPU power.
Alter

Edited by Alter, Sep 27 2014 - 10:02 AM.


#40 Lee200

Lee200

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 1,584 posts
  • Gender:Male
  • Sim interest:GPL

Posted Sep 27 2014 - 11:40 AM

Alter, try decreasing the number of sounds to 4.  I've never found a good use for setting 16 and it probably slows things down.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users

Sim Racing Links