Car Mechanic Simulator 2018

Car Mechanic Simulator 2018

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jjeff1955 Jan 2, 2018 @ 12:03pm
We Need Authentic Engine Sounds!
Would be great if we could have the ability to make Modded Engine Sounds for the each and every Vehical. I have many recordings from the Dragstrip years ago of the Tri Power, Six pack and the Dual Quad Carb's Air intake Sounds Combined with the Engine's Headers and Closed Exhaust Systems, Also including the GM and Chrysler Starter Motor Sounds.

CMS 2015 had a sort of a way to install different Engine Sounds
Would be very good to be able to make them Unique to each of the Car's Config Files.
Last edited by jjeff1955; Jan 2, 2018 @ 12:04pm
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Showing 1-15 of 20 comments
J.Random Jan 2, 2018 @ 2:18pm 
Engine sounds are stored in sharedassets9, you're free to try and replace them.
jjeff1955 Jan 2, 2018 @ 5:50pm 
Hey J.Random how are you? Thank You for that FYI, I did not know that and I will check it out asap and have some fun with it.

Is the sharedassets9 file in the CMS 2018 cms2018_Data?
Found it but will not let me open the File with Unity Editor, throws an error.
It will open the CMS 2015 Files but not the CMS 2018, Red Dot must have locked them.

Thanks again J.Random.
Jon J.
Last edited by jjeff1955; Jan 2, 2018 @ 6:52pm
J.Random Jan 3, 2018 @ 9:02pm 
Oops, my bad. Checked it properly, and the tool I'm using is able only to export AudioClip assets, but not import them.
And I'm pretty sure Unity never allowed loading compiled asset bundles back into editor, I've always had to use 3rd party tools for export/import.
Golly Jan 3, 2018 @ 10:26pm 
Originally posted by J.Random:
Oops, my bad. Checked it properly, and the tool I'm using is able only to export AudioClip assets, but not import them.
And I'm pretty sure Unity never allowed loading compiled asset bundles back into editor, I've always had to use 3rd party tools for export/import.
i could have a play around, i know of a way to reimport sound assets, and from what i've seen the way it handles sound is rather simple
J.Random Jan 3, 2018 @ 10:48pm 
Well, you're free to try. It's not in the sharedassets9 though, my bad again, bundle extractor has a funny way to show dependencies and which file is which.
resources.assets, path IDs 2799-2833, there's a bunch of ~5s clips.

In the game, the sound is managed by VPP, I think, looping the sample modulated proportionally to current rpm.

(inb4 a wild NyanCat V8 appears on Youtube) :D
Golly Jan 3, 2018 @ 11:58pm 
Originally posted by J.Random:
Well, you're free to try. It's not in the sharedassets9 though, my bad again, bundle extractor has a funny way to show dependencies and which file is which.
resources.assets, path IDs 2799-2833, there's a bunch of ~5s clips.

In the game, the sound is managed by VPP, I think, looping the sample modulated proportionally to current rpm.

(inb4 a wild NyanCat V8 appears on Youtube) :D
seems a bit similar to how Rfactor handled it's audio, just with a lot less samples. i should be able to jerryrig something together
jjeff1955 Jan 4, 2018 @ 4:41am 
Thank You Gollywog that would be great! let me know when you get it done.
Jon J.
J.Random Jan 4, 2018 @ 5:13am 
If he does it, I doubt he'll share the result. That specific bundle is over 400M in size and definitely contains RDG's copyrighted stuff. =)
Golly Jan 4, 2018 @ 5:40am 
Originally posted by J.Random:
If he does it, I doubt he'll share the result. That specific bundle is over 400M in size and definitely contains RDG's copyrighted stuff. =)
yeah, this is more of a experiment to see if it can actually be done
J.Random Jan 4, 2018 @ 5:52am 
Well if it works, at least be kind and share your tool's name with the class. Unless it's UABE (ahich I know about) or hex editor. =)
Last edited by J.Random; Jan 4, 2018 @ 5:53am
Golly Jan 4, 2018 @ 5:53am 
Originally posted by J.Random:
Well if it works, at least be kind and share your tool's name with the class. Unless it's a hex editor. =)
well, it's a pretty big if at the moment, but if it does work, i'll be sure to share my method
Ben Doverson Aug 4, 2019 @ 9:16pm 
Screw authentic. Just make them sound nice, like in the intro video. I love the game, but how can you mess up that crucial part of the game when already have everything to make it right, I don't know.
jjeff1955 Aug 4, 2019 @ 9:32pm 
Originally posted by Ben Doverson:
Screw authentic. Just make them sound nice, like in the intro video. I love the game, but how can you mess up that crucial part of the game when already have everything to make it right, I don't know.
+1 many Times over!

Most of the Engine Sounds are Nasty in this Game.
Poor Quality Loop Splice noises. Does not come close to a Authentic Race Engine Sound.
Idle and Start up Sound is very Boring.
Burning Bridges Oct 7, 2019 @ 2:29am 
Yes this is bothering me immensely.

Some of the sound are so bad that I can't work on those cars. The Porsche Boxer engine for example has a nasty sound loop like no tested it once. It's absolutely embarassing audio work.

A few sounds are pretty acceptable, I found I like the V8 DI Compressor and V12 DOHC and concentrate only on those cars.

There are probably some more engine that I dont have yet, so suggestions are very welcome.

The thing is that if the engine sounds were stored as wav files, we could make mods in no time.


jjeff1955 Oct 7, 2019 @ 6:17am 
+1
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