I don't know if there is any current interest with this application, but I was wondering...
I have been making lots of sounds for rFactor mods for personal usage and I wanted to convert some of them for usage in LFS.
But the way this user interface is made makes it very hard.
My main problem being that I don't know how to rpm-match the samples. For instance when I have audio sample of engine on steady 4000 rpm, how do I tell for the CSR mixer that it is recorded at 4000 rpm, so when it plays it at correct speed mathing to the real rpm of the car in LFS? Since I only can change the sample rates I have no clue how to match the rpm value. This results in rpm miss matches when two samples join, which I could describe sounding like a badly tuned guitar.
rFactor has a nice system where you tell the game the actual rpm of the sound sample and the rpm area I want it to played at (for example 4000 rpm sample played in between 2000 and 6000 rpm). With this information rF can match it nicely, playing the same sample half speed at 2000 and 1.5x speed at 6000 rpm.
I can ear tune my samples to match each other in Goldwave, but when I need to play with the sample rates like in CSR I find it very confusing and can't get a decent end result.
If anyone is still developing this application I would strongly suggest to get rid of the sample rate stuff on the user interface and go for the rpm mathing way.
I have noticed youtube being full of CSR sounds with rpm miss matches so I suspect I'm not the only one experiencing this problem.