Not sure what you mean comparing suspension with muffling. But no, no current plans with additional suspension.
Hmmm, we do have bump stop sounds... I don't think they've been implemented yet from a sound point of view, it was such a long time ago I can't remember I will check on this
It's been on a very long list..... for a very long time.... so probably yes, but low priority. More of our time these days is spent supporting new features being adding 'to the game' rather than audio specific.
I really love the new semi engine/exhaust! It's promising sign that we will get better engine sounds as time goes on. Where did you find the Semi Sound and the other non synthesize engine sounds that are in game?
Thanks, yes, so it's a bit of a milestone for us as it's really an internally produced engine, but using an externally produced recording (to save costs). We used a source rpm sweep recording from Pole Position (pole.se), then I did a lot of processing on the multichannel mix to make it "game ready", and finally I used our new engine looping tool (which has been talked about for a long time) to create the crossfading rpm loops. More to come in the future.... but don't ask me what. That's yet to be decided.
To add to the above, the most time consuming part was removing the huge amount of turbo from the source recording….
Can't Wait! --- Post updated --- Does this mean it's any closer to release? And how do you do the "muffling" with just eq? Is it more than just high and lowpass adjustments?
An open release still needs to be worked out. I can’t confirm it will happen 100% Muffling is mainly mid and high EQ. It’s subtle.
Will it be hard to move sound file trigger to jbeam files? To replace it with own path and file. I mean, sound modding as of now - it's just engine, almost everything else is only through lua. We're denied with this area still. I'd say adding a double check function into code should not take even a month i believe.
We plan to offer modding through an FMOD template. The trouble is, since our project expands and changes to support the development of the game, as soon as we do this we are locked in what we can support in the future. As for code - no idea, I'm not a coder. I'll see if someone else can answer this.
yes, everything is really good. I made a mistake. but then another question: are there sounds in the first person that are not in the third person? and vice versa) And I still can’t understand what this setting affects?
Yes, there are some sounds which are only heard in the cabin view, and indeed some which are only heard in 3rd person. Most things however have a bit of "bleed" in the various views. Maximum voices is the number of voices FMOD is allowed to mix. Faster processors can mix more voices before the sound starts corrupting.
256 vы 512 affect anything now?? I personally can’t tell the difference, what should I pay attention to?