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I was working with my step-uncle on his Jaguar and we got to talking about exhaust systems and he mentioned about it being straight piped but...
It's not THAT bad
I mean like the Engine Audio Debug App, but for each rpm sample rather than the whole rev range
and are we going to be able to edit the engine/exhaust eq per rpm?
Sorry about that. There were so many posts (and I wasn't up at 3:15) that I didn't see the reply until after I asked on here.
Is this testing for...
I know someone mentioned a while back about changing the engine/exhaust eq per rpm, but I can't seem to find the post. How is that coming along?
What is the V8_mktest_engine and V8_mktest_exhaust? I found this is the blends folder within gameengine
and also better reflection on water
And don’t forget it also probably got hit by the GM
TDK said that they wouldn’t be using samples
That was mentioned by me.
Thanks that worked!... but what is a good value to use for the fade, because I used 0.5 but it sounds like it's sputtering now
What do I do with the fix_loop_samples.py file? How do I specify it to fix all of the samples in a folder? And where do I edit the fade in/out times?
can I get some help with this please?
well... lets see what the new audio system brings in terms of engine/exhaust sounds
I think it was Tdev
I managed to successfully get all of the samples in-game, but at about 4000 rpm the beginning and the end of the sample are not at the same...
And also notice that the Creator program has a higher build than the public build
Check this thread out!
(1) Engine sounds exported from FL Studio sounds worse in BeamNG | BeamNG