How to add engine sound to a car?

Hi, I have the HISTORIC FIA GT'65 mod and some cars run with their engine sound (e.g. the chevvy) while others like the Ford GT40 don't reproduce it.
I have checked the files and all of them seem to be there, hence I can't understand why some work while others don't.
If someone can throw some light here I will appreciate a lot.
Cheers.
 
So, after some research I have found that the file governing the engine sounds is called *.sfx and is located inside the Vehicles/(your mod)/(your car) folder.
It points towards the required files that should be inside the Sounds/(your mod)/(your car) folder.
Thus, if you have missing files or the .sfx file includes incorrect info pointing to incorrect files or addresses, you won't hear any engine sound.
In my case, I have solved the problem copy-pasting the files from other (similar) cars that are included in other mods, and that were working correctly, because the problem was related to missing files in the Sounds folder.

Hope this helps other people.
 
SFXeditor.jpg


rFactor Engine Sound Editor
===========================
Created by Siim Annuk

What is this tool?
------------------
The engine sound editor enables to edit the vehicle's SFX files (sound sets for the engine) in real time.
Currently, it is capable of changing the minimum, maximum and natural values of an engine sample.

I'll add:
It will play back the engine sounds, yea you can spend hours revving engines:)

 
Generically troubleshooting car sound issues:

- in the car's veh file (open with notepad) near the top will be "Sounds=xxxx.sfx"
- check that that sfx file is in the root folder of the car
- open the sfx file (notepad), numerous lines like "VS_INSIDE_COAST_ENGINE_1=escort_tc\int_escort_idle.wav"
everything to the right of the equals sign is the path to the required sounds, in this example look in the sounds folder for an "escort_tc" subfolder, and that it contains the correct wav files

If that subfolder does not exist, either the sounds were not included with the car or you forgot to move them to the sounds folder or the sfx file is using a slightly different path. The latter is not uncommon, the mod creator may have their own subfolder structure (such as "sounds\xyz\escort_tc\...") but only upload the final folder; either create that xyz folder and move the car sound folder there or edit the sfx to remove the xyz from the path.

If you do not have the sound folder at all, as someone else noted use sounds from a similar car; most Ferraris sound similar, most Porsches sound similar, etc. Just copy the sfx file from that car to your new car, delete or rename the old file, and rename the copied file; or leave both files and edit the veh to point to the new file.

One caveat - the sfx you use should have a redline close to the original; if it is much lower the sound will cut out before you reach peak rpm, if much higher it will sound like you're short shifting, not hitting peak rpm. In either case it is easier to try a different sfx file than to edit the mix in the one you're using.
 
View attachment 789421

rFactor Engine Sound Editor
===========================
Created by Siim Annuk

What is this tool?
------------------
The engine sound editor enables to edit the vehicle's SFX files (sound sets for the engine) in real time.
Currently, it is capable of changing the minimum, maximum and natural values of an engine sample.

I'll add:
It will play back the engine sounds, yea you can spend hours revving engines:)

Be great if there was a basic explanation how to use this program, it just crashes anytime I tried to open sounds, no matter what I do it crashes, looks like a pretty crap program tbh
 
Last edited:
it just crashes anytime I tried to open sounds

Don't know what OS you have, but try:
- do not install to any "Program Files" folder
- run as admin
- use Win7, or even XP, compatibility mode

You can edit the files manually, but you will be in and out of the sim continuously to listen to the mix. Most of the editing is in the "// ENGINE REV-SAMPLE MIX" section. A typical subsection is:

EngineRPMPowerInside=1
{
MinimumRPM=1080
MaximumRPM=3046
NaturalRPM=2250
}

This example will play the interior power on sound designated by "VS_INSIDE_POWER_ENGINE_1=".
The wav will start playing at 1080rpm and stop at 2250 rpm. NaturalRPM designates where that wav will be played unaltered, below that the game sound engine will lower the pitch/tempo, above that it will raise it. The MinRpm must slightly overlap the previous sound MaxRPM, and the MaxRPM must slightly overlap the next sound MinRPM. Natural should always be between Min and Max. If you raise or lower Min or Max you usually must also adjust Natural porportionately to keep the pitch change constant (trust your ear here). I usually start with the power on idle sound and work my way up, hoping for a smooth blend all the way to just beyond redline (sometimes the wav files just don't want to cooperate), and do the reverse for the power off sounds, starting at redline work back to idle.

There are four sets of sounds to adjust - power on inside, power off inside, power on outside, power off outside; and each typically has 3-6 wav files to deal with.
 
Don't know what OS you have, but try:
- do not install to any "Program Files" folder
- run as admin
- use Win7, or even XP, compatibility mode

You can edit the files manually, but you will be in and out of the sim continuously to listen to the mix. Most of the editing is in the "// ENGINE REV-SAMPLE MIX" section. A typical subsection is:

EngineRPMPowerInside=1
{
MinimumRPM=1080
MaximumRPM=3046
NaturalRPM=2250
}

This example will play the interior power on sound designated by "VS_INSIDE_POWER_ENGINE_1=".
The wav will start playing at 1080rpm and stop at 2250 rpm. NaturalRPM designates where that wav will be played unaltered, below that the game sound engine will lower the pitch/tempo, above that it will raise it. The MinRpm must slightly overlap the previous sound MaxRPM, and the MaxRPM must slightly overlap the next sound MinRPM. Natural should always be between Min and Max. If you raise or lower Min or Max you usually must also adjust Natural porportionately to keep the pitch change constant (trust your ear here). I usually start with the power on idle sound and work my way up, hoping for a smooth blend all the way to just beyond redline (sometimes the wav files just don't want to cooperate), and do the reverse for the power off sounds, starting at redline work back to idle.

There are four sets of sounds to adjust - power on inside, power off inside, power on outside, power off outside; and each typically has 3-6 wav files to deal with.
I got it working in the end, seems the sfx file i had was broken. thanks for your reply
 

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