According to the documentation, both the 2.0 and 2.5 water-cooled B4 swaps for the Piccolina are from the Hirochi SBR4. As in the Sunburst, the sounds differ between the 2.0 and 2.5 (and are the same for both the SBR4 and Sunburst), but both of these engines use the "classic B4" sound when installed in the Piccolina. Also, although I realize this request is out there, would it be feasible to add an optional pitch multiplier to the combustion engine code that can be specified in the JBeam? I don't see any vanilla vehicles that would benefit from this functionality at the moment, but with the difficulty of sourcing mod engine sounds and the limited functionality of mod engine blends, this alternative approach definitely has its use cases. The reason I'm suggesting this for vanilla instead of just making my own copy of the combustion engine Lua (as in the video) comes down to simplicity and flexibility for mods; otherwise, every separate mod would need its own altered copy of the combustion engine Lua with no substantial differences other than the pitch multiplier, and on top of that, a multiplier specified via jbeamData would allow for parts like headers to affect the pitch (just as they can already overwrite sound sample references) rather than requiring a whole different powertrain device to be specified in the core engine part. Again, I know this is far from guaranteed, but I had to try.
Just watched this and your previous sound-mixing videos, and I'm glad you did this because I wanted to try this but I don't know the first thing about coding. I first had the idea when Agent_Y first released the sound sample selector for this mod way back in 2020 (was it really that long ago?)
Ange is back and the new engine simulator is sounding amazing! The app will be able to export audio loops to use in BeamNG. Wishlist on Steam the good stuff @ 23:55
Can we get dedicated on and off load controls for pitch for frictionClutch? We have: "forwardInputPitchCoef":1.2, "forwardOutputPitchCoef":1.2, they control total pitch. I'd really like to have: "forwardInputAccelerationPitchCoef" "forwardInputDecelerationPitchCoef" Can't mimic a specific Xtrac gearbox as good as i'd liked to. Currently it's just torque and rpm based, so it's plain straight, with no control over deceleration and acceleration states' pitch or volume, correct me if I'm wrong. There're many race cars that have definitely bigger pitch jump (sometimes even volume jump) between accelerating and decelerating. Especially pronounced at lower speeds. As of now it'd be about rpm going up or down, same way we use acceleration and deceleration samples, but here's the tricky part and current pain i'm facing, revmatching or throttle blipping spikes up rpm and thus spikes up the high noted whine when it shouldn't, it should still use deceleration sample (i know that we don't have it). Here's the example of what i mean about last part, hard downshifting still lower (decelerating) pitched whine. I know this is a mess of an idea but ability to tweak the sound on both states of driving can help a lot to mimic some car or distinguish some gearboxes by not just global pitch