Did some testing with the I5 in the files. At 3047Hz it produces 125 lb-ft of torque and 120 HP, 2002Hz does the same amount of torque but 118 HP and the default frequency has the same results as the 3047Hz result.
well the game uses just a few noises and they dont change the entire noise with load (although volume and such change)
Mine doesn't have sound mostly because I am not 100% there in terms of my simulation. Its like 90% to 95% there.... but not quite yet. That and because I don't know how to code in an actual computer language, but I know how to do math with the best of them... so I worked out all the math, but I don't have any actual code (not without trying though... I have tried sever times) so I ended up doing all the "programing" in Excel. I dunno how to make sound with Excel Edit: Here is a tidbit of it from a different thread...
finding a real life car that you can get permission to record with for example a 1.5L flat-8 = very hard and expensive simulating a 1.5L flat-8 through something like this = much easier and literally free
Honestly, people hype it up way too much, it doesn't even sound that good, there's still a lot of room for improvement, and i doubt it's going to be adapted into the mainstream for a long time.
Definitely seems to be a lot of potential in this software but I think some people are right in saying that this isn't gonna be ready for sampling engine sounds from just yet.
Right now you are looking at one minute of a Bob Ross painting, a big patch of blue paint. Give it some time to evolve.
i really really like where this is going! i hope soon we would actually be able to use these sounds for game modding
If I'm not wrong, The Devs said they are going to do a sound update. That means we could have something implemented that makes the engine sound different base on % of RPMs. Right now I think it is a single long sound that is played at different speeds?
Currently the sound system is basically how you described that you want it to be, it uses different sound samples linked to different RPMs to make the sounds.
they mean Hz not fps, Hz is how many times something is done in one second, where as fps is how many frames your GPU can render, or rather graphics card since you very often cant use the GPU standalone.. --- Post updated --- yea, but that is often inaccurate where as ange's sim accurately simulates the sound created by the air pressure in the cylinder which will make a seamless (if you so will procedural) engine sound which means you can have any engine without any work on the sounds, where as you would have to record a lot of sound samples to create something somewhat convincing.