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
I must say, the new Inline-6 diesel engine blend, in my opinion, is now the most refined blend in the game. Sounds very clean and realistic. Well done! Also, I was just wondering: what was the technique that was used to make this one? There is no pitch-shifting, so I'm pretty sure it's something other.
Just read up on the sneaky changes to the engine sound/exhaust system in the Vivace's jbeams and I'm already loving them. The new system of allowing the engines to send parameters down the exhaust are a lifesaver for having different samples for different tuning levels, since before there was no way for a shared exhaust to say "use this sample if I'm attached to an I4, or this one if I'm attached to an I3". Big thumbs up there, even if it means redoing a big part of my mod.
Why did you add the noise of stones hitting the wheel arches when driving on asphalt? Maybe sometimes you can hear stones hitting the wheel arches, but not very often. It feels like I'm driving on gravel. And this never happened before! I'm not sure which update ruined the sound. There was a clear tire sound when drifting and just driving straight ahead fast, and now there's this endless sand in the wheel arches... Turn off all noise sources except road sounds and you'll see what I'm talking about. Or get an electric car. There's even a mod that fixes this, but it should be in the game by default.
The game should not have a mod, but the correction method itself (maybe it's the same thing). If this problem can simply be removed from the game files, then the developers may well do it, although I don't particularly complain about it
Now I just wish we were able to use more than 2 samples and be able to multiply the rpm pitch without having to modify the combustionEngine.lua file
I have some ideas you can try for the next video. If you change the engine pitch to 1.8 and the exhaust pitch to 0.9 you can get it to sound like you have double the cylinders. I also would love to see if the V12 intake could be pitched down to the same pitch and mixed with the V8_cross intake and the same thing with the v6 and the exhaust sounds too in a way that it sounds like it blends and not just like a V6 or V12 on top of a V8. And also a pairing the I4 with the B6, stacking and pitching I4 sound in a way that it sounds like and s2000 i4, making good B8, I8, I10, I12 sounds, seeing if there's a way to make a good american V8 sound (modern and classic) with the exhaust and intake sounds we have and so on
IMO only the "throaty Honda I4" sound is worth looking into (at least until we get new non-heavy machinery engine samples). I feel like it could be done by combining the Covet I4 with one of the new Sunburst B4s, though of course I can't promise anything worthwhile.
WIth the engine audio debug is it possible to get the v8_flat engine and exhaust to have a more Ferrari quality and is it possible to increase certain harmonics such as 2nd and 4th?
The engine audio debug window only serves to adjust EQ and muffling settings, as well as a single "fundamental frequency" sine wave-like sound that can augment or dampen existing harmonics to a limited degree. Outside of those, the only other "variable" components of an engine/exhaust blend are (to my knowledge) RPM and load, and no direct timbre adjustments (beyond mixing samples in some blends via muffling) are available.