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Enhancement: generate realistic audio using engine-sim #7
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I don't think it's worth spending processing time on generating engine sounds in real-time (especially in split-screen scenarios). Instead, we can prerecord a few of them using the program you linked then blend these sounds together depending on RPM and gear (forward/neutral or reverse). Most games use a setup like that:
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Thanks for the link. Amazing application. I was even looking for such on github and didn't find it. |
That's unfortunate, I wasn't aware that open source projects could have such OS dependency problems. Glad you found my suggestion useful though. I've discovered it on YouTube, he has a channel named AngeTheGreat where he showcased it. BeamNG drive even sponsored him, I think he would be willing to help with these issues if requested. For recording and saving to .wav I'd suggest just using Audacity or something alike. |
Okay that newer version (without sources) Well it would be best to have some way to set throttle to like 4 rpm amounts eg. 1000 2000 3000 4000 etc |
The community edition works flawlessly for me using Bottles as Flatpak with default settings: The CPU Usage maxes out for me at 80% for a single core (of 16 total) OS: Linux Mint 21.2 x86_64 CPU: Intel i9-9900K (16) @ 5.000GHz As for the RPM values
Pressing another way is to hold down |
Great. I didn't realize that was all possible. |
Since there's no discussions page for enhancements I thought I'd create an Issue.
I'd like to suggest integrating the Engine Simulator from ange-yaghi to generate more realistic engine sounds for the game https://github.com/ange-yaghi/engine-sim.
It is written in C++ and currently under the MIT license.
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