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Audio Modding Pipeline

AC EVO Audio Modding Pipeline — the complete workflow for creating custom car audio packages using FMOD Studio.

Changelog

  • June 3, 2026: V1 initial release

Prerequisites

FMOD Script Installation

Find the fmodScript.js file in the acevo_content\tools\scripts folder. Copy this file into your FMOD scripts folder (typically C:\Program Files\FMOD SoundSystem\FMOD Studio 2.03.13\scripts). You will need it later inside FMOD Studio.

FMOD script installation location

Prepare FMOD Mod Project

Open the FMOD modding project and the main workspace should be shown (CTRL + 1). You will see all the events you can work on and then assign them to the car in the editor.

The workflow is the following:

  1. Fork the events with new ones by script
  2. Set a new master bank by script
  3. Delete the old master bank (and the default associated events)
  4. Make your work on the sounds (not part of this pipeline document)
  5. Build the banks

FMOD mod project workspace — events with template suffix

Step 1: Fork Template Events

As you can see, there is a template suffix for each event. The default events SHALL NOT BE USED — it will generate a conflict with other cars.

  1. Select all events with the template suffix (as shown in the picture above).
  2. Open the top menu Scripts → Mod Tools → Fork Selected *_template.
  3. The script will generate an exact copy of the selected events with a new suffix.
    • You can change the suffix by editing the script with a text editor.

Fork script execution result — newly created event copies

Best practice: set the event suffix equal to the name of the corresponding modded car folder.

The first script also unassigns the default events from the original master bank, keeping the project lighter and cleaner.

Step 2: Clone the Master Bank

The next step is to clone the master_bank. Select the Banks tab, select master_bank_template, and then run the Scripts → Clone Selected Banks script as shown below.

Clone Selected Banks script menu

Cloned master_bank result

The result is a perfect copy of the original master_bank_template.

Step 3: Mark the New Master Bank

  1. Right-click on the new bank and select Mark as Master Bank.
  2. Confirm that a new Master label appears next to it.
  3. You can now safely remove the original master_bank_template.

Once done, the project is ready and you can start working on your own sound package.

Build Sound Banks

Once you are happy with your work, it is time to build the banks. Press F7 or use the Build… command in the main menu as shown in the picture.

Build menu

This will build two banks:

FileDescription
master_bank.bankMain audio data package
master_bank.strings.bankString index data package

Both files shall be placed inside the sfx folder in your modded car folder.

Built bank files

DANGER

DO NOT touch the Mixer page in FMOD (CTRL + 2)! Modifying the Mixer will mess up the entire game audio!

Use the events volume instead.

Assign Sound Events

  1. Open the editor, select the Tools menu and open CarFinalState. A window like this will be shown.
  2. At the top you can see many tabs. Click on the Audio events tab:

CarFinalState window — Audio events tab

  1. For each audio event, perform the following:
    • In the first dropdown menu, select the proper event type (e.g. EngineInt).
    • Click the ... button, type master in the Filter field, and choose master_bank.bank.
    • In the last dropdown menu, choose the corresponding audio event (e.g. engine_int_ks_modded_car).
  2. Repeat for the other audio events.
  3. When you have completed the assignments, click Save reference actor at the bottom of the list.

Save reference actor button

Now you are ready to test your car audio in game!


References

  • Kunos Simulazioni, AC EVO Audio Modding Pipeline official documentation