I made an I4 and 60 degree V4 sound mod, but I'm getting weird sounds between 3000 and 5000 rpm. Desktop 2024 06 28 17 47 02 01 (youtube.com) Also would something like this be feesible for engine sounds in beam? LFO in sync with auto-pitch value to make the engine sound like a different engine - FMOD Studio - FMOD Forums
Heya Guys! im new to this all, and for now im trying to make custom sound for bastion, but there's one thing i have to ask you guys about... does anyone know where do i find where to replace "V8_cross_02_engine" with the name of my file? in the vehicle folder there is no engine.jbeam file...... THANKS A LOT!!!!
I'm just an amateur when it comes to explaining sound designing, but I think the soundtracks might have incorrect RPM values, causing dissonance between them.
That’s weird because when I was extract the samples I made sure the names were correct in the files and the numbers matched up in the blend file.
--- Post updated --- Here is a showcase video of how the i4p_02000_endurance_engine sounds like, without any EQ and adjustments, except for "fundamentalGain".
I forgot to tell what is a little bit wrong with this sound. Overall, it sounds great for a WIP, but what is kind of audible, is the brown noise and some ticking (when outside the car) when flooring it. And no, that's not the tire roll or wind buffer.
(There was a major update, so that's not a bump, I guess) I like the new Inline-6 Diesel sound, as well as V8_5000cc and Inline-5 exhaust, of which you can hear this raspy unequal lenght headers sound.
I noticed that the new diesel i6 seems to have a noticeable loop to it when you let off the gas at around 1500 rpm. Not really sure how to describe it.
This is because (can't confirm, that's just my analysis) these new ones were recorded while driving. It works kind of like this: For example, 1600-1400 RPM sample is adjusted to match the desired value. That's why they sound "looped" while holding at certain speed.
Can we (finally) fix the copy to clipboard thing? Would be cool to have all the proper spaces, but mostly "muffling" which the game doesn't even read in jbeam, it should copy intakeMuffling to work.
Actually it is an Accel/Decel sweep that TDK imported into the new tool he is working on and used that to flatten the pitch and get the RPM data.
I also noticed they will go "up and down" a bit and i never could figure out why. It was obvious on 5000cc sound the 2019 gt one. --- Post updated --- How do they reduce wind noise if they record while speeding? Maybe wind cap on the microphone.
Something is wrong with fmod this update. I can't get full sound file clarity anymore in game it is like it's capped and muffled and has a weird echo or reverb to all settings.
Now, that's probably a wrong place to ask that, because it's more of a .jbeam thing, but: 1. Is there a value that can turn down the (for example, tires) volume, only inside the car? 2. Is it possible to make the exhaust less audible inside the car? If I remember right, that actually was the case in the Bolide, for example.
Yep you're right. Because all the new loops have been created from RPM sweeps, you get frequency cycling which can sometimes be really obvious. Will see if I can get a better one for the ~1500 on the engine.