Granular synthesis only works when you are accelerating or decelerating either at, or faster than, the speed of the original recording. Once it starts having to repeat grains because the acceleration or deceleration rate isn't fast enough, it can sound very robotic. Then, some systems try to randomise the grain selection to make this less of an issue, but the best way is to then play loops. Some companies can generate the loops in real time from the sweep, so they don't need loop samples in their sound bands, and some companies cannot - hense having to render loops offline and include them in the sound bank. I'm afraid I have no experience with the current way things are modded. Of course, our goal is to make modding easier using FMOD Studio 2, and that's what we're aiming to achieve overall. Then you'll be able to create the revband in FMOD as you already do, and call it via the jbeams. I'm not aware that the engine app allows you to add sounds. It allows you to change the mixes of unmuffled/muffled, load/offload and the EQ's etc... giving you the values to replace in the engine/exhaust jbeams. Glad you're enjoying the audio improvements!
WOW. That sounds pretty good, and I am a NASCAR fan. This sound would go really good with this mid-90's NASCAR Lumina that is WIP: https://www.beamng.com/threads/chevy-lumina-mid-90s-nascar.61535/ --- Post updated --- In regards to this mod: https://www.beamng.com/resources/racing-v8-67cam-sound-pack-sound-selector.9893/ Am I missing where it shows what cars this works with?
Thanks , funnily enough it's not a nascar sound as such, that was just naming convention I used and borrowed, can't remember if I released that sound...may do in another update. And no not as such, I didn't mention it did I lol, it works with the Barstow, Burnside, Moonhawk, Bluebuck and Fullsize. @TDK Nice, enough notch! .
Nice! I dont have NH4, but do you have any video samples so I can hear? Ive always loved the high revving sound of a NASCAR V8
There's loads of in-game footage on YouTube now. BTW - your username..... silly fact of the day..... I wrote the music to the two first ever Warhammer video games, Shadow of the Horned Rat and Dark Omen... many many years ago
Unfortunately, Update 0.20 broke many mods, including the one you are talking about. I don't know why, but it has broken, including 440cid's sound mod selector for certain cars (T-Series works, ETK 800 doesn't, etc). Hopefully the mod gets an update soon.
So the '67 Cam V8 sound mod is broken? or the Sound Selector? It works on the Barstow and Moonhawk, but the Barstow is REALLY broken, like none of the In Game engines work with the mod, and only Modded Engines work, but are very buggy too. I just want the '67 sound for Meos LSX mod
How high is the demand for custom sounds/engines in BeamNG nowadays? I know how to work with the FMod system so i might make a comeback to BeamNG modding and do what i did best: Custom sounds from games and irl recordings/dyno runs
sadly i noticed this thread too late, i'm interested atleast. But atm with the new version i can wait. I want to change most car sounds in the game.
If I'm understanding you correctly, we unfortunately can't allow custom sounds from (other) games to be included in mods - or at least mods hosted by us.... since those sounds would be owned by another company/developer and therefore subject to copyright.
I was not directly talking about *sound porting* from game A to game B, i meant the demand for sound mods in general... However, if i happen to create a thread in the Forums here, would that be allowed or would that be a huge no go as well? Just checking to make sure, that's all
I fixed the Racing V8 + 67cam Sound Pack. It was quite easy tbh. Sorry for bump --- Post updated --- I think I've fixed it