FlatOut: Ultimate Carnage Collector's Edition

FlatOut: Ultimate Carnage Collector's Edition

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Unofficial Sound Patch
   
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File Size
Posted
Updated
24.662 MB
14 Jul @ 9:22am
27 Jul @ 9:25am
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Unofficial Sound Patch

Description
Audio Distortion Fix:
Converts all WAV sound files to 44kHz 8-bit unsigned PCM format to eliminate strange audio distortions that occur during long races, ensuring stable and clear sound playback.

Stunts Mode Audio Enhancement: Modifies the surface_sounds_stunt.bed file to enable the same surface-specific sound effects (e.g., tire screeches, collisions) heard in Race mode to play consistently in Stunts mode.

Features:
Converts all game audio files to 44kHz 8-bit unsigned WAV format to prevent distortion during extended gameplay.
Updates surface_sounds_stunt.bed to synchronize Stunts mode sound effects with those used in Race mode.
Lightweight and easy to install, with minimal impact on game performance.
Preserves the original audio design while improving stability and consistency.

Fixes in consistent car sounds.
Borrows the same sound settings from FlatOut 2.
15 Comments
soglyadatay 4 hours ago 
Hey, m8! I really like your modifications to FlatOut, but I ran into a problem when I tried to install your sound patch.
I installed it after finishing many races in Carnge mode, and I noticed that my progress in this mode was reset after I enabled the patch. Could you please fix this bug?
SkyStang  [author] 30 Jul @ 11:59am 
Yeah I try to make to make my mods work on the latest version. Regarding my mod for FO1 they are both the same but I put the Nexus Mods for those who want to manually installed it. The versions are the same.
spookynormal 30 Jul @ 10:59am 
I wasn't really happy with the "Strategy First" update to the FO1, 2 and UC at first, because I feared the mods that came out before the update would break and things such as Widescreen fix and ZPatch wouldn't work. Another thing that barely worked (at least for me) was the online in those games, and what I really, but really didn't understand was when I had windows 11 problems with the Flatout franchise, and had to resort to using NGlide and/or DgVoodoo to even run the game.

Also unrelated - but is your Alternative Textures and Extras (current one you have on workshop) for Flatout 1 the same as the one you had/have on Nexus Mods or are there differences?
I used to play with the mod before the removal of 'gfwl'.
SkyStang  [author] 30 Jul @ 8:47am 
True although granted workshop did open the game to a lot of players and the steam deck support also boosted the player base with the removal of gfwl.
spookynormal 30 Jul @ 8:31am 
Really weird how modding for this game's turned out.
I remember you had to write the .bfs files into the patch files itself to load now we got a mod manager that sometimes barely works.
SkyStang  [author] 30 Jul @ 7:53am 
Oh ok cool great! Happy modding!
spookynormal 30 Jul @ 7:03am 
It wasn't a mod order issue either, upon restarting the game it just fixed it self.
Forgot to point that out
spookynormal 29 Jul @ 5:34am 
I'm aware of the text written above the mods when they load. No need to question my intelligence, thank you.
SkyStang  [author] 29 Jul @ 5:32am 
Yeah that is because the load order will effect which mods are laid out form top to bottom.

Like Skyrim. Mods that are the top of your list get loaded first, followed by the mods below. Don't forget to save before testing or else you won't see the changes.
SkyStang  [author] 29 Jul @ 4:44am 
I am thinking of mods that are modular and allow in and out switching. By the way if you want to see the lastest updates to my mods you can find them here on my flatout channel:

https://www.youtube.com/@ScorpionCar