Grand Prix Legends Sound Overlay Video Game
To start off, I’ve undertaken the task of restoring this website; which was previously owned by by the founder of Grand prix Legends Sound Overlay; (GPLSO); Maxim on 22nd May, 2003. However, I recovered the posts on this site from the wayback machine as maxim; and his cousin Bryan had initially published on the website.
The idea behind Grand Prix Legends Sound Overlay video game was to replace the sound system used to generate the engine noise for the player’s car in Grand Prix Legends. Unfortunately, to my knowledge; it is not currently possible to hack the Grand Prix Legends code to replace the sound code with a new version. Because of this, GPLSO works by running in the background at the same time as GPL; hooking into the Grand Prix Legends program and reading out data from the running program.
It then uses this data to drive the SoundMAX® SPX sound system supplied by Analog Devices to generate a replacement sound for the player’s car. The disadvantage is that all cars of the same type as the player’s car will make no engine noises as the original sound file must be replaced by a ‘silent’ sound.
That is the choice you must make.
Can you live with cars you may never see in a race not making any noise; in exchange for an engine sound that changes due to the load on the engine? Also, perhaps it includes backfires, transmission whine as well as brake squeal?
In the future I intend to continue publishing more information about this well-known computer game called Grand Prix Legends Sound Overlay. Along with other fancy gadget and accessories that I know why benefits you. Below is all information about Grand Prix Legends Sound Overlay game that you may seek to know. Welcome.
More about this popular computer game
Background of this awesome Grand Prix game
At this time, my GPLSO computer game project has only reached a beta stage. This included Ferrari replacement engine sound is made up from 10 different samples. The sound is my first attempt at creating a new sound. I have used a GPL Ferrari sample as the under load noise; and used the SoundMAX® software to create all of the others.
The fer.wav file I have used was kindly supplied by do0g. I haven’t invested much time in the SoundMAX® sound creation side as it is quite comprehensive; concentrating my time on completing the main program and setup routine. The beta code also offers a random choice of up to 3 different backfire and up-shift sounds; transmission whine and brake squeal. Each sound can be individually selected or deselected.
The engine volume is also now set from the relevant .ini file for those that wanted to be able to hear the other cars better. The chance of a backfire happening on a down shift is also now selectable. Most of these have been included following feedback I was given when I released an alpha version of GPLSO.
SOME THANK YOU’S
Tom De Muer –
Firstly many thanks to Tom De Muer, the author of GPLHOD. Firstly, for making his SDK available; which enabled me to link successfully to GPL and extract the required data, secondly for enhancing it. Specifically to help me with this project and for finally answering my C++ questions. And last, but definitely not least; helping me lose the weight I have been urging to lose for a while now by letting me know his personal secret.
Computer Analog Devices
Also big thanks to Analog Devices, Inc for granting me a Developer’s Licence for their SoundMAX® SMartTools and SPX software. This software has made this project a whole lot easier and the engine sound much more realistic than I was achieving with my own crossfader. I hope I can do their software justice.
Finally a very big thank you to my cousin Bryan who designed and hosts this site for me.
[Can’t believe I had to write this myself. Family!]
The zip file consists of several files; all of which should be placed together in a folder. You can place this folder anywhere you like; and call it anything you like as long as they remain together. You will also need a folder somewhere to hold all of the sounds you are going to use. By default it is placed in the same folder as the rest of the files. Each sound file has its entire filename path stored in an .ini file so they do not need to be kept together if you want to experiment with different sounds.
An .ini file exists for each car; and GPLSO will select the appropriate file based on the car of your choice. There is an option to force it to always use the same file if you so wish. At this time, they are all the same as I only have one engine sound for you to try. The engine sound is stored in 2 files ending .smx and .sbw.
How to create these sounds on computer
It requires the computer’s SoundMAX® software; so it won’t be possible for them to be created in the general GPL computer games community; unless they are also license holders. If you want to help me by creating sounds please see the Designing a sound for use with GPLSO section; which explains how you can help. The other files are all standard .WAV files so can be replaced with ones of your choice.
NB: The above information was recovered from the wayback machine as Maxim, the man whose brains were the idea behind GPLSO; had initially published on 22nd May, 2003. However, it may sound a bit outdated. But what he did was a big foundation of other versions like the recent GPL Engine Sound (GPLES); which was released in Sep 2014. So I believe that all his material subject of GPLSO game is still of importance to many.
Click here to check out the first post about the Installation Process; and how to run and use the GPLSO computer video game.