How many different RPM loops are you using? We don't generally use temporary solutions, because if mods rely on it, we're then unable to change it (we do try and keep compatibility with mods as much as we can, which is difficult with any early access project) but we may have a temporary solution which could work. I can't see us doing anything for in in the next release though.
Sorry, I don't understand - you mean how we playback engines and exhausts using the FMOD middleware? That's not something you can use currently. We have FMOD modding on our list, but it is an extremely complicated problem with an early access game. It locks us into doing something one particular way even if we find better ways of doing things in the future.
Rougly every 500 hundred but i have a very small inertia, thats another point of problem which i dont know how to solve, anyway, not that important, nevermind, thanks for basic info about sound system, cheers c:
Yep, it's the best synthesis example I've heard, by far. Not open source any more. I expect there will be a lot of interest in this one.
He did say in the comments that he’d like it to be open source at some point, but due to the immense amount of interest in it he made it closed source so people don’t try to steal his work without credit
He just opened it up. I would love to be a fly on the wall when you guys pick through the code. Bring this guy and Andy Farnell in so I can make the Covet remaster sound like Ken Block's Cossie V2
If you had a problem with recording sound samples, you can use this to make artificial ones now. I doubt the code itself can be of any use in BeamNG, but the sound it produces is very good.
Side question, is it possible to implement surround audio in beamng engine at current state? Or this still falls under audio tracing stuff
We are already running in surround, have been for a number of years. If your windows audio is set to surround, with the appropriate hardware then this works out of the box. Of have I misunderstood your question?
Im definitely bad at explaining, i just saw some random ACC racing from onboard and it the sound of engine is like around you everywhere like real 360 surround, gave me a big hit of immersion. Maybe i dont understand how its done, first thought was "surround audio"?
All I want is to smash the steering wheel with my forehead during heavy braking. Right now even if the inertia is set to 100% your camera will barely move in cars like the Bastion and it reduces a lot the immersion.
Sometimes when i start the game fresh the sound for forced induction (while the slider in settings is visibly unchanged) is probably set to 100 because i can hear the turbo whistling too much. Moving the slider in any direction fixes it until the next restart
Well we're really not going to get any level of immersion until we have the cabin filter and "sound" sorted out really... then we can move forwards from there - until then...... There are some really nice things they do in ACC like getting dirty tyres and them cleaning over time etc. I really like that stuff.