How to Export Your Farming Simulator Mod Sounds for GIANTS Engine

By Jason van Gumster, Christian Ammann

To export sound for your Farming Simulator mod, you need to get it out of Audacity and into a format that GIANTS Engine understands. Check the sample rate of your sound file. This number represents how frequently the digital sound matches the original, analog sound.

With mono sounds, you can often get away with a value as low as 22.05 kHz. However CD-quality sound is 44.1 kHz. Either of these is supported by GIANTS Engine.

If you recorded your own sound, more than likely you recorded at either 44.1 kHz or 48 kHz. If you downloaded the sound from the Internet, the sample rate could be anything. Fortunately, Audacity tells you on the left of your waveform’s track in the interface what the sample rate is. Here, the audio’s sample rate is set at 22050Hz, or 22.05 kHz.

You can change a track’s sample rate by going to Tracks→ Resample and entering your desired sample rate in the window that pops up. Be careful, though. If you dial down the sample rate too much, it can degrade the audio quality. And increasing a track’s sample rate does nothing to improve the quality; it only wastes drive space.

For export purposes, you also want to make sure the Project Rate at the bottom left of the Audacity window is also set to the same sample rate you want on output.

As for actually exporting your sound, just use these steps:

  1. Choose File→Export from the menu.

  2. Use the file browser dialog that appears to navigate to your mod’s folder on your hard drive.

  3. Type a name for your exported sound file.

  4. From the Save as type drop-down menu at the bottom of the dialog, choose WAV (Microsoft) signed 16-bit PCM.

  5. Click the Save button and you’re done.