Just out of curiosity, is there a way to use the FMod editor to create custom .bank files to create custom engine sounds and events? Without using an sfxBlend2d.json for the engine, and without using an SFXProfile.materials.json for custom events. This will allow us to make more accurate sound recreations, and for me, and my ZF Ecomat recreation, allow different input whine samples for the gearbox depending on the input rpm to generate different timbres, like real life. Is this possible without FMod, or can it not be done even with FMod? Thanks for reading!
Also wanting to figure this out it. It seems right now we cant use .bank files which is a shame because I've started using fmod and then realized i can't use it in game.
I don't think BeamNG's FMod system allows .bank files to be used, as in the sounds zip file, all sounds are .flac, and used with .sfxBlend2D It would be very nice though if it was in game. I haven't used FMod editor myself, but I remember watching a tutorial for custom engine sounds, and they used the FMod editor, but they ended up exporting sounds as a .wav file I believe and using the sfxBlend. I'm sure it could be used to create custom events though, that use different samples, which can be swapped and faded depending on the RPM and arguments you set