I have no idea. I only started after the old blend system was discontinued for internal dev. As for remembering what unused samples may have been removed from the game up to the beginning of 2021...... ummmmmm....... we change EQ's, loop points, split long samples into smaller ones... and for me personally even though we use source control, rather than over-write files, I tend to create a new one with an increased version number - but to remember specifically..... we currently have 13,000 sound files in the FMOD project - answering that question is impossible, without going through 100's of source control logs.
"We’ve also made improvements to the audio filtering system" 0 lines in whole changelog i found regarding this, which is a huge deal really
Any tutorial for adding a working variable for that filter stuff on any body or chassis or whatever it's bounded to?
This works: Code: "variables": [ ["name", "type", "unit", "category", "default", "min", "max", "title", "description"], ["$acabinfiltercoef","range", "", "Global Sounds Override", 1, 0, 1, "Interior Muffling Coef", "How muffled the interior is", {"minDis":0, "maxDis":100}], ["$arattlemodifier", "range", "", "Global Sounds Override", 1, 0, 1, "Interior Rattle Modifier", "How much rattle heard in interior",{"minDis":0, "maxDis":100}], ["$adampingmodifier","range", "", "Global Sounds Override", 1, 0, 1, "Interior Damping Modifier","How damped the interior sound is", {"minDis":0, "maxDis":100}], ], "interiorSounds": { "$*rattleModifier": "$arattlemodifier", "$*dampingModifier":"$adampingmodifier", }, "sounds": { "cabinFilterCoef": "$acabinfiltercoef", },
Code: "interiorSounds": { "$*rattleModifier": "$arattlemodifier", "$*dampingModifier":"$adampingmodifier", }, This has no functionality, please don't use it. I have removed these leftovers from the GM.
Basically, take the ATV as an example, in the main body jbeam we set: "sounds": { "cabinFilterCoef": 0.0 } This sets the filter and reverb to 100% dry / 0% wet (so no filter or reverb) Then in the cage, glass and panels jbeams we are adding some filtering and reverb to a total of 0.5, so 50% dry / 50% wet, using "sounds": { "$+cabinFilterCoef": 0.xx (where xx is a small value like 0.03 - this will change depending on how many panels, how many windows there are etc) } This is NOT directional. It is really a quick fix for the open top off-roaders, and will likely be phased out once we have ray casting.