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2 exhaust sounds at once?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Kueso, Oct 11, 2019.

  1. Kueso

    Kueso
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    Simple concept: is it possible to get 2 (or more) sounds to play from the exhaust (or engine idk) of any car?
    and if so, how?
     
  2. Zero

    Zero
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    how would this work in real life?
     
  3. Kueso

    Kueso
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    i mean like a tone mixer
    so i can have a V5 (yes they exist) and have the exhaust play the 5 cylinder exhaust sounds in the games files as well as the V6 sounds, to varying degrees of loudness.
    and the same concept w/ the engine, just using the engine versions of the sounds
     
  4. NOCARGO

    NOCARGO
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    https://www.beamng.com/threads/deve...contributing-post.1575/page-1114#post-1078963 :)
    Involves changing core files. Here I'm using one engine plus two 'ghost engines', one for the diesel sound preservation
    and one that only kicks in when the engine exhaust brake is active. :D
     
  5. Kueso

    Kueso
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  6. NOCARGO

    NOCARGO
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    If you tell me what you want to know then maybe I can elaborate.
    I'm not a magician, I'm just a curious person who doesn't easily lets go when I really want to achieve something :) .
     
  7. NOCARGO

    NOCARGO
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    Alright @Kueso , since I learned from the forums that you are a quite experienced modder I am sending you a mod
    for the Autobello that I created for you as an example of how to run a 'ghost engine' to use (for example) as a tone mixer.
    Aside from being a tone mixer this ghostly engine can be used as a complete second engine too obviously but that's a whole
    other story. I am not going to share this mod publicly because I don't want to mess up games from people who have insufficient experience on modding and editing and so on.. But actually this mod is far from being potentially dangerous to BeamNG's system. And the reason is that I discovered so far that the vehicle controller lua can be replicated and used thru the mod
    folder while the combustion engine lua can't. At least, I haven't found a workaround for that so far. So, all you have to do
    is add the second engine lua to your game's lua/vehicle/powertrain folder. I zipped it to send it so unpack it first so you
    have a lua file alright ? The other zip is simply a mod to put in mods folder. The mod is based on the 1.5 Autobello engine
    so go and spawn that one for accuracy. I blended its sound with (the old?) V6 sound. To test you can disable it by going
    to the 'body slot' of parts editor and finding the slot named 'Extra Sound Layer'. So there you have it ! The only core file
    being changed is an extra engine lua added in the game's lua folder. :)
    No you can analyze the files and learn from them so eventually you could use them in a different way and for different
    vehicles. As a last note you must know that the current replay system (if I'm correct) is NOT recording this sound sadly
    enough but maybe I or anyone will find a workaround sooner or later.
     
    • Informative Informative x 1
  8. Kueso

    Kueso
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    Thanks for the info!
    I'm going to be gone for awhile today, so i will give it a look when i get home.
     
    • Informative Informative x 1
  9. FFIVGUY

    FFIVGUY
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  10. NOCARGO

    NOCARGO
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    By that I mean that the engine sound is composed of two engine sound configurations. The main engine produces V10 sound
    and the secondary one produces the original diesel sound. The second engine btw is running without fuel and gets its angular
    velocity (or rpm) from the main engine.
     
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