FH2 Audio Tools
LATESTfh2-audio-tools-v1.0.1 · Oct 16, 2026 · 1 assets
Car Sound Tuner for Forza Horizon 2 (PC)
Sliders for any car's sound in Forza Horizon 2 on PC (Azimuth): make an idle lope louder, brighten a dull exhaust, take the boom out of a muscle car, turn up a supercharger whine or a blow-off valve. Pick a car, move the sliders, press Apply, start the game.
This package contains no game files. It reads your own game's sound files and writes changed copies next to them; the originals are never touched.
What you need
| | |
|---|---|
| Forza Horizon 2 | version 1.0.0.64 (Anthem_1.0.0.64_x64__8wekyb3d8bbwe), running on Azimuth 0.9.10 (0.9.9 also works) |
| FH2 Extra Options | the build for your Azimuth: for 0.9.10, winmm.dll (with FH2_ExtraOptions.ini) beside azimuth.exe; for 0.9.9, 0.2.74 or later in data\bin. It's what makes the game load the changed sounds (from Mount\mediapc); the tuner offers to turn on its [Files] EnableMediaOverrides=1 setting when it's off. |
| Windows | 10 or 11, with the built-in Windows PowerShell 5.1 (nothing to install) |
Quick start
1. Extract this zip anywhere and keep the folders together.
2. Double-click `Tune-CarSound.cmd`. The first time, pick your Azimuth folder (the one with azimuth.exe); the game folder is read from Azimuth's settings (if it can't be, you're asked for that too). It's remembered; Folders... changes it. The window's title shows the game folder it's tuning.
3. Type part of a car's name (mustang, dart, camaro 69) and pick it from the list.
4. Move the sliders, close the game, press Apply.
5. Start the game and drive that car.
Revert goes back to what's applied, Reset to stock puts every slider at 0 (then Apply). Tuned cars have a * in the list.
The sliders
Every slider adds to the car's own sound (0 = stock), in dB for volumes: +6 dB is about twice as loud, +24 is the most. Hover a slider's name for what it does. A greyed-out slider means that car doesn't have that sound.
| Tab | Slider | What it changes |
|---|---|---|
| Exhaust / Engine / Intake | Volume | every layer of that sound, all RPM |
| | Idle | the layer recorded at the lowest RPM (the idle), on top of Volume |
| | Highs | the high band of its EQ: brighter, more crackle (shows the resulting EQ; at most +10 dB) |
| | Lows | the low band of its EQ: less or more boom |
| | Grit | the drive of its saturator: more rasp |
| Turbo & other | Turbo | the turbo sounds (single and twin turbos sound the same in FH2) |
| | Boost whistle | the spool whistle and air that rise with boost |
| | Supercharger (DSC / CSC) | positive-displacement and centrifugal supercharger whine |
| | Blow-off valve | the dump valve on lift-off |
| | Backfires | backfire pops |
| | Low-frequency layer | the separate sub-bass layer some cars have; lower it if a car sounds boomy |
The turbo, supercharger and blow-off sounds only play when the car has that part fitted (upgrade it in the game). An engine swap brings its engine's sound, tuning included.
Tips
•Too much distorts. One layer much past +20 dB clips, and so do several boosted layers that play together (e.g. Idle on exhaust, engine and intake at once). If it crackles in the wrong way, back off a few dB. To make one sound stand out more, lowering the others (or the game's music / effects volume) works better than pushing it.
•Boomy? Low-frequency layer down (-10 to -20) and Lows down.
•Dull exhaust? Exhaust Highs up (+6 to +12), a little Grit.
•A tune we liked on the 1968 Dodge Dart: Exhaust Idle +10, Highs +12, Grit +4; Engine Idle +9; Intake Idle +9; Low-frequency layer -20.
What it changes, and how to undo it
Each car's sound is a file in your game folder, Mount\media\audio\fmodanthem\durango\PG_<car>.bank. Apply builds that car's file from the game's own each time and writes it to Mount\mediapc\audio\fmodanthem\durango\, which Extra Options makes the game read first. Your settings are kept in car-sound.json in that folder.
•One car back to stock: Reset to stock, Apply.
•Everything back to stock: delete the PG_*.bank files and car-sound.json in Mount\mediapc\audio\fmodanthem\durango (or run Set-BoostVolume.cmd -Remove).
•Sound files another mod put in that folder are never overwritten.
Close the game before applying: the tuner refuses while it's running.
Known limits
•Off-throttle burble has no slider: its volume follows an RPM curve in every car, which the tuner doesn't edit yet.
•A handful of cars have no separate Highs / Lows / Grit for the intake or engine (their sliders are greyed out). 96 of 351 cars have a low-frequency layer.
•Imported FM5 cars (from the FM5 Car Importer) use the sound of the FH2 car they borrowed it from: tune that car.
•The window scales to your main display's resolution when it opens.
Command line
Set-BoostVolume.cmd does the turbo / supercharger / blow-off settings from a command prompt, for one car or many (-Car mustang, -Car all), and -Remove puts every tuned car back to stock:
Set-BoostVolume.cmd -Car FOR_MustangGT500_13 -DSC 12
Set-BoostVolume.cmd -List -Car mustang
Set-BoostVolume.cmd -Removepowershell -ExecutionPolicy Bypass -File tools\audio\Show-CarSound.ps1 -Car dart lists everything a car's sound is made of (every RPM layer with its sample and volume).
Files
Tune-CarSound.cmd the tuner window
Set-BoostVolume.cmd command-line turbo / supercharger / blow-off volume
tools\audio\ the scripts (FmodBank.cs reads and changes the sound files)
README.md, CHANGELOG.md, LICENSE, VERSION.txt