...Speaking of which, in the same vein, would it make more sense for the Bruckell/Soliad 4.4 V8 to use the "modern crossplane" sound in the Wendover, as it currently does in the Lansdale?
The Sounds are better than in other games. Maybe the engine noises could be Made even more realistic, but they are already so great.
Thing that just occurred to me now: would a blend of the new 2019 5.0 V8 and the modern crossplane (Bruckell/ETK) V8 be possible? We already have blends of the 0.32 motorsport/perf I4s with both the Ibishu and Cherrier I4s.
What if there was a blend file for intake noise such as supercharger whine and turbo noise which worked in the same way as engine and exhaust blends and had more than one sound file and you could EQ in the audio debug the same way. Good or bad idea?
Is there a source for the BX's new "modified" I4 sounds? They sound like quite the downgrade compared to the previous Covet+"motorsport" combo, since they have that European "flatness" to them (IDK how else to describe it). On the other hand (I mistakenly edited a post in the 0.35 thread since I forgot how it sounds completely unmuffled), thanks for adding the 5.0 V8 sound to the BX!
After driving Mitsubishi's in FH5, I've came into conclusion that this might come from a 4G63-engined car. --- Post updated --- By the way, where did the "New starter and shutoff sounds" go?
When loading a non looping sound in the vehicle lua to be played on a node eg. Code: local id = obj:createSFXSource2(file_path, "AudioSoft3D", "some name", v.data.refNodes[0].ref, -1) obj:setVolumePitch(id, 1, 1) obj:playSFX(id) and then reseting the vehicle the sound is automatically restarted. even when laySFX isnt called on the sound. To combat this behaviour it was previously possible to catch the reset event and to cut all known sounds eg. Code: M.onReset = function() for _, id in pairs(SOUNDS) do obj:cutSFX(id) end end Since 0.35 :cutSFX doesnt always cut the sound anymore, about every second reset it would play all sounds and not cut any of them even when the call to :cutSFX is delayed by multiple frames. Only troubleshoot i found so far was to also add `obj:setVolumePitch(id, 0, 1)` to the same loop. https://github.com/OfficialLambdax/...lua/vehicle/extensions/auto/SoundsLib.lua#L52
So after giving the V-Special another whirl, I wonder if the sound would be a better fit for the Pessimas (particularly the loose Galant VR4 analogue that is the older GTz). Those are still sporty, but not quite to the degree of the BX. I know that between 0.32 and a 0.33 hotfix they had the "endurance" sounds (as used by the Vivace), though those were even more monotonous and turbo-whooshier than the 4G63 (tentatively speaking), not to mention unnaturally bassy with the race exhaust on the newer touring car. Another option would be to declare separate intake and exhaust sample names in the turbo intakes that would overwrite the base engine samples, whereas the NA intakes would use the sound samples declared in the base engine. Since I don't know of any vanilla turbo setups that can break from the engine block, the dynamic muffling system can stay as-is without needing to account for sample changes. Don't get me wrong - these new samples are good and definitely have a place in certain cars going forward. I'm just not convinced that the BX is one of those cars, especially compared to how it used to sound.
I really appreciate the audio editing of that. Eagerly awaiting more Beam sound updates, it would be kind of fun to have a Burnout style sound bank, or maybe something like Battlefield's "war tapes" setting.