@TT Good points! One thing to look for with close proximity recordings is the max SPL of the mic, as in how much sound pressure the mic can handle before capsule will distort. Microphones meant for recording kick drums are great for capturing low frequencies of exhaust, and can take the SPL even at close proximity. This will also require a 2nd mic to capture the higher frequencies.
Before or after current version of Wwise being used with Wreckfest?
I've seen posts about working sound mods before an update to Wreckfest broke them. Sound mods made with old version of Wwise, don't work with current Wreckfest and the new Wwise being used, according to the guys over at WF Discord modding channel.
While some of this is included in modding tutorial, just to have it mentioned here:
In order for any previous / existing engine audio mods to work with any current version of Wreckfest, soundbanks of these mods need to be regenerated using a version of Wwise Authoring Tool that matches the version of Wwise API used in-game.
This is unfortunately something we (as in, Bugbear devs) can't affect in any way. The version match requirement is a feature of Wwise which (very likely) exists only to rule out any bugs / issues caused by version discrepancies, say, like running a newer soundbank against a older API (or vice versa). Please rest assured, we update the Wwise API squarely out of necessity
I would also recommend re-creating any existing engine mods onto a up-to-date template project, rather than try figuring out all the errors caused by opening a old project with using a newer version of the tool. There's also some chance that eg. in-game audio routing has changed and only way for you to ensure 100% compatible mods, is to use the up-to-date Wwise template.
Please also note that in general, the matching version of template bundle ships with the game, but as of now (prior to v1.4 update) the only correct version to use can be found only in the above (linked) thread.
With engines its important to pay attention to aligning phase of fundamental frequency (= rpm) over the crossfade. It's the sinewave-like shape in the waveform that goes steady above and below of middle line (zero signal). So sth like:
There was some talks about gearbox sounds on WF Discord so I though it would be nice to store a copy of that here too.
Starting point is, there is no support in the game engine to dynamically switch gearbox sounds based on game settings, like chosen gearbox type or the wheel controller shifter type. However you can at least switch between alternate sounds based on camera angle, or have a sound play only in a specific camera view (like cockpit only). Here's how to achieve that:
1. Create a new Switch Group object in Actor-Mixer hierarchy, then set it to track Camera state object. Leave Play Mode to 'Step'.
2. Add child objects to Switch Group. Copy/paste existing objects or create new ones. Then assign these objects to preferred states by drag&drop in the "Assigned States" list view. Do not assign any child object if you want a specific state to be silent.
3. You can test for different Camera states by toggling preferred state in Transport Control. Then, with the newly created Switch Group object selected, hit spacebar to play.
4. Match other settings of the Switch Group object, like Conversion and Positioning, to those with example gear shifter object provided with the sound modding Wwise project.
5. Create a custom event for your new Switch Group object and configure this event into Bagedit .engs data for your vehicle.
6. If using a custom soundbank, don't forget to include the new Switch Group and Event objects!
You can use Switch Groups in similar way for other types of one-shot sounds too, like exhaust backfire. Probably the most common use in games for Wwise switch objects is to change character footsteps accordingly with surface foot contact. If you need additional info on how to configure and use Switch Groups, try look up some of these tutorials!
One tool for sourcing sounds, to then further process / edit for your mods, could be Ange Yangi's fantastic Engine Simulator. In the .exe, there's the option to run your simulated engine on a virtual dyno, allowing for constant RPM loops to be captured.
The tool is for now heavily work-in-progress and covers just the cylinder / combustion sim for studying physics etc. (say, exhaust airflow sim not included). Still, the simulation does sound pretty neat and is good fun to play with