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  1. Einvagen Sound mod
    Sections: Downloads \ Street Legal Racing: Redline \ Sound Mods
    Tags: Einvagen, Mod, Sound

    WARNING unfinished mod, has a bug. buying a car with einvagen engine will be with incomplete engine. easy to fix in sources.

    Sound mod for einvagen engine, you can convert to other engines, sources inside. also added unfinished rb26 sound source, needs lots of tweaking.
    preview:



    tweaked a bit since i made the videos so it sounds better.

    link fixed.

  2. LamboFreak's EJ25 Sounds
    Sections: Downloads \ Street Legal Racing: Redline \ Sound Mods
    Tags: Engine, Sound, Sounds, Ej25, Subaru, Boxer, Flat, Four, 4, Cylinder, Lambofreak, Lambo, Freak


    BB93'S EJ25 ENGINE MOD IS REQUIRED FOR THIS MOD TO WORK!
    Link here.

    Install is pretty simple, just open the "LamboFreak_EJ25_Sounds" folder in this
    archive and extract everything you see there to your SLRR folder.

    Once in game, I HIGHLY RECOMMEND setting your redline to 7666 RPM and your idle to 800 RPM.
    I've set them both there as default on the two engine blocks, but figured I should mention just in case.
    The sounds were coded with this setup in mind, so things like the rev limiter might just
    sound strange or not work at all with the redline set to a different RPM.

    Enjoy!

  3. LamboFreak's EJ25 Sounds Released
    Sections: News
    Tags: Engine, Sound, Sounds, Ej25, Subaru, Boxer, Flat, Four, 4, Cylinder, Lambofreak, Lambo, Freak

    Click on the image to get it!





  4. PURE SOUND - NISSAN PACK
    Sections: Downloads \ Street Legal Racing: Redline \ Sound Mods
    Tags: Slrr, Nissan, Sound, Mod, Vg30Dett, Vr38Dett, Rb26Det, Sr20Det, Turbo, Exhaust, Rb26Dett, Sr20Dett, Vg30, Sr20, Rb26, Vr38

    https://www.youtube.com/watch?v=xDRTVevfoYk



    READ THIS:


    Sounds are converted from FM4, FH2 and FH3.
    For this mod if you know about scripting, you can put this sounds in any engine you want. You will find the script codes inside each sound folder.
    If you dont know about scripting, you need to have installed the VR38DETT by blast, the RB26 by Oxman99/Timek9, the SR20DET by Lexotic/BrCrew, and the Emer StreetGT (comes with the original game). This last one for the VG30 sound, I know Im putting a V6 sound in in Inline6, its because I dont find a good v6 with the "block.java" file.


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  5. PURE SOUND MOD - NISSAN PACK
    Sections: News
    Tags: Pure, Sound, Nissan, Exhaust

    PURE SOUND MOD - NISSAN PACK


    click on the image to go to the download page


  6. PURE SOUND - BMW PACK
    Sections: Downloads \ Street Legal Racing: Redline \ Sound Mods
    Tags: Slrr, Pure, Sound, Mod, Bmw, M5, E60, V10, S85, S85B50, M3, E30, E36, E46, S54, S54B32, S42, Maclaren, F1, Gtr, V12, S70

    https://www.youtube.com/watch?v=rTePlhHP1xM



    HOW TO INSTALL:



    1) You need to have installed previously the following engines: S42 by rolts, S54B32 by Dennis, S70(comes with the McLaren F1 de Jesus Christ) and the S85B50 by Dmitri Kuznecow.
    2)Drop the folders "addon" and "parts" into your slrr main folder, and combine/replace if is neccesary.

    The S54B32 have turbo and supercharged sounds too.
    Sounds are converted from FM4 and FH2.




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  7. BMW PURE SOUND MOD RELEASED (SLRR)
    Sections: News
    Tags: Slrr, Bmw, Sound, Mod, Pack

    CLIC IN THE IMAGE TO GO TO DOWNLOAD PAGE!


  8. LamboFreak's EJ25 Sounds REDUX
    Sections: Downloads \ Street Legal Racing: Redline \ Sound Mods
    Tags: Engine, Sound, Sounds, Ej25, Subaru, Boxer, Flat, Four, 4, Cylinder, Lambofreak, Lambo, Freak


    BB93'S EJ25 ENGINE MOD IS REQUIRED FOR THIS MOD TO WORK!
    Link here.

    Install is pretty simple, just open the "LamboFreak_EJ25_Sounds_REDUX" folder in this archive and extract everything you see there to your SLRR folder.

    Once in game, I HIGHLY RECOMMEND setting your redline to 7666 RPM and your idle to 800 RPM. I've set them both there as default on the two engine blocks, but figured I should mention just in case. The sounds were coded with this setup in mind, so it will sound the best with this setup (although
    you're welcome to try different RPMs).

    Enjoy!

  9. Tutorial: How to convert sounds from real life for SLRR
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Slrr, Sound, Tutorial, How, To, Convert, Engine, Exhaust, Sounds, From, Real, Life, Dyno, Videos, For, Street, Legal, Racing, Redline

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    If you dont know anything about scripting neither make rpk for sounds, sorry but first you need to read this two tutorials (clic on each one):
    -Converting engine sounds from Shift 2 to SLRR
    -Converting Engine Sounds From Forza Motorsport 4

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    In this tutorial you will learn how to take sounds from youtube videos and edit them for SLRR(And other games too), for example I converted this F12 sound:



    https://www.youtube.com/watch?v=F52m8E8XjpI
    https://www.youtube.com/watch?v=4Nb0GaQbmCw




    I used this way to make the sounds of toyota 4age, honda b16a and ferrari 458 too.
    First of all you will need the following programs / apps:

    -aTube Catcher or similar(for download videos from youtube)

    -Adobe Audition CS6 or similar(for edit sounds)

    -Acoustic Tachometer for Android OS (to know the RPM of a sample by the sound). I'm sure there's some similar application for IOS. If not, or if you do not have a device with android / ios, you should find out the rpm by trial and error, or look for another method.


    You have to read the following steps while you see the following video, so let's start:

    1) Find some video with a good sound and with long accelerations, and download them with aTube Catcher in mp3 or wav format with the highest quility you can. Then you have to open the downloaded audio file with Adobe Audition and convert it to 32000Hz (seconds 0:00 to 0:07). 32000Hz is the frequency and with that value works fine in slrr. Higher frequency values doesn't work correctly in game (in some point the audio dont change by the RPM) or even it dont reproduced it. For channels, in most cases, STEREO is used because it's louder than MONO without saturated it with high decivels, but MONO in game start to reproduces faster. For example, in the 4a-ge sound I had to use MONO becuase the "open throttle bodies" effect in STEREO was started to reproduced too late and sounds very bad, but for the other engines i used STEREO.

    2) Now you have to find the different parts of the downloaded audio that you will use for the rpm samples,in my case I started with the high rpm sample. So once you find it, copy the part and paste to new. (0:10 to 0:33)

    3) Now you have to make the sound that is accelerating sound like it's not, making it sound the same pitch and form a loop. In this step you have to listen carefully to do it correctly without getting short with the correction of the pitch, or to go over the limit making it sound like it decelerating. (0:39 to 1:09)

    4) After correcting the pitch, the last part of the sound sounds strange, I think it's a bug of the program, but nothing serious, just delete that last part. (1:11 to 1:25)

    5) In this step you will notice if you did the step 3 correctly. You have to copy the entire sample, and paste it at the end of it, causing it to duplicate, but the duplicate part will be reversed and you will have the sound "symmetric" forming a loop. If the sound sounds all in the same tone/pitch and not like it's accelerating or decelerating, CONGRATULATIONS! you did it great! (1:25 to 1:57)



    https://www.youtube.com/watch?v=7m__J73XBLM




    6) Now comes the part to know the rpm of the sound that you did it. Open the Acoustic Tachometer app on your device and configure with the correct parameters. In this case, the engine is a 12 cylinder 4 stroke that reaches 8500 rpm. So the parameters are the following:
    -Engine Cycle -> four-stroke
    -Cylinders -> 12
    -Multiplier -> 1 (this parameter always goes in 1)
    -Minimun RPM -> 500
    -Maximun RPM -> 10000

    After configure the app, you have reproduce the sound on your pc and put the mic of the device nearest possible to the headsets or speakers of your PC, and the app will show you the RPM of the sound. Sometimes it's normal that the app shows you any number when there's no sound.

    7) Once you know the rpm of the sample, save it as a .wav format and write the name of the file and its rpm value in a .txt just to remember . Do the same steps for the rest of the samples (low rpm, mid rpm, etc).

    8) After make all the "On Load" sounds, you have to do the "Off Load" sounds. If the video isn't recorded on a dyno, you have to make the off load sounds with the same way than the on load sounds, but if the video is recorded in a dyno, probabbly when the car is decelerating the only sound you will hear is the dyno whine. In this case, you have to edit the same sample you did it for on load and play with the equalizer to make the off load effect like in the following video:



    https://www.youtube.com/watch?v=vANTXURKsn0




    I use the 10-band equalizer, but you can experiment with the 20-band or even the 30-band. But for example, if you use the 20-band equalizer for the one sample, you have to use the same for the rest.


    9) The last part is obtain the limiter sound and the idle sound from other videos, but in generel both doesn't requires editing, only change the frequency and maybe the decivels. Also you have to put the sounds in game, but if you are reading this probably you alredy know how to do it, so good luck!

    PS: if you have problems and/or need some help, dont pm me here, pm me on facebook: (clic here)



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  10. Tutorial: How to convert sounds from real life for SLRR
    Sections: News
    Tags: Slrr, Sound, Tutorial, Converting, Real, Life, Videos

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