I just found this and this is insane. Someone created accurate engine simulator that makes amazing and realistic sounds!
Sad that this is not usable in BeamNG at all because it runs a rigidbody simulation that needs way too many FPS to work
surely with some work it could be optimized, im pretty sure the guy even said in the video that it could be optimized heavily
he said that his simulation runs at 800 fps (unless my english is even worse than I think) and beamng runs at 2000 fps so beamng is even faster
Pretty sure he said 8000 but I could be wrong. Either way it's rigidbody simulation which the game can't do.
You could probably use this to make base sounds for cars that are quite accurate, and just use some post-editing of the sounds to get them sounding better for the game... None the less, a marvel of engineering
It could but you might as well record real sounds so it wouldn't change that much. Unless it was integrated in the game as a separate tool so that modders can record their sounds too, that would be cool.
The issue with recording real sounds is that it can be hard to find source material, so this could at least make it easier to record exotic engines like V16's and such.
I think you missed one more thing. This software can simulate any engine. That means, it's possible to recreate fictional BeamNG engine and create unique sounds for each engine that is in game, instead searching for real counterparts.
To recreate an engine you would need a lot of data about it that on vanilla engines you don't have. Like how can you tell the exact bore and stroke, type of pistons etc. Except some engines are almost exact counterparts of irl ones, like the Piccolina having Beetle engines, then it would be easy to research the irl data.
No ! You can't use it to record its sounds ! Obviously, then they become samples again as the sampled sounds are the fragile part of the current audio engine, hence why it is so difficult to create proper custom engine sounds This project is all about 'generating' engine sounds, in other words, the 'real deal' ! Sadly it requires too much of frame rate currently, it might be possible to rewrite the original code in a simplified manner but preserving the sound output.
As someone that has written their own engine simulation, its actually quite easy to backwards calculate from the current torque curves to find out (within + or - 5%) what the bore and stroke of the in game engines are. That actually isn't too hard to come up with. So you can rest easy there. His does require an extremely high frame rate, but I would bet it could be knocked down significantly. My engine simulation calculates a full internal combustion simulation every 0.1° of crank angle which is pretty close to what I think he is also running. This is very inefficient, but quite accurate. I used to calculate it at 0.5° crank angle and it actually made very very little difference... my guess is you could actually knock it down to as low as 5° iterations without losing much accuracy. That would obviously help the simulation a ton. Having messed around with his simulation as well... it looks like it can easily run (at least a 2 cylinder) as low at 1000Hz and still give proper torque and hp readings... the actual sound though seems to need at least 2000Hz to sound correct... More testing will be needed naturally.
it should be perfectly possible to just tune the simulation to get the sort of engine sound you want and then just record the engine staying at certain rpms. considering the ingame enginesounds are already just like 3 sounds for each engine that cut in at certain rpms/throttles and whatnot it should atleast somewhat work
Yes but there is more than just recording at steady rpm, engines sound different with different % of load at all rpms