Totally agree with how important sound is, even if you don't think much about it after have driven in lfs for some time, i't would enhance the experience so much with more realistic sound
Could you please tell me how you get that bumper cam??
It's a custom camera you can easilly setup by rotating and changing the X,Y,Z coordinates in the game. Just goto the "Wheels" view, then goto Options, View, and choose EXT and yah.... fool around from there, because I don't want to list tons of steps
Have you looked in the "LFS carsound expansion" thread in the movie section?
There is already a programm, which adds additional engine sounds based on outsim data to BF1,FZR and XRT. http://www.lfsforum.net/showthread.php?p=213320#post213320
Have you looked in the "LFS carsound expansion" thread in the movie section?
There is already a programm, which adds additional engine sounds based on outsim data to BF1,FZR and XRT. http://www.lfsforum.net/showthread.php?p=213320#post213320
e: working download link is on the last page
Yessir, I have. However that doesn't do what we're talking about here, it just layers samples modulated based on Outgauge readings - and does a fairly decent job of doing just that (infact if you only add drivetrain sounds with it it sounds rather nice but the engine sound lags [no way of getting around that, outgauge packets will lag and they don't provide enough information to actually simulate the stress the engine is under]).
The default sound engine lags too, about 0.1 second.
100msec is alot of lag, I must say I haven't noticed it on my end - I suspect that differs from audiocard to audiocard...
But let's put it this way:
If we want to just modify the way the current engine sound is filtered (as Moonforce proposes the dev(s) does/do) we cannot do it with Outgauge and samples.
If we want to just modify the way the current engine sound is filtered (as Moonforce proposes the dev(s) does/do) we cannot do it with Outgauge and samples.
you do realize that any filtering causes additive delay ?
you do realize that any filtering causes additive delay ?
Properly done it shouldn't be noticeable - it's basically taking the same data the sound engine uses. In theory it would involve the same overhead as doing it natively in the LFS sound engine would and induce the same latency if the same or similar methods are employed.
However, the point here was "how to do what Moonforce has done with in real-time" and I offered my opinion on how it could be done.
As all this is just theory and we could beat around the bush debating the finest points over and over about something that doesn't even exist I'll take my leave of the subject for now.
imho properly doen it will be and also should be noticeable
if you step on the gas pedal you should first hear the intake then the engine and the exhaust noise last
and imho that the way it should be done ... additional intake noise which is directly correlated to the current thottle position and the current revs ... the engine noise we allready have which foes directly with the revs (maybe beefed up a little) and then feed all of that through a multistage lowpass with a realistic group delay to emulate the muffler
hey moonforce..would u mind telling me the name of the sound software thta is in that screenie??...thnx..i looove how it sounds
* steinberg wavelab
* GRM Tools VST wich u can test or buy here http://www.grmtools.org/
for personal test i also used external mixer and hardware eq in my rack, sounds even better, but i think the devs can do other or easier way...
anyway the gsm tools are very good and worth their money (personal thinking no commercial lol)
at all the devs wont comment whole topic i guess and we will see if there is a soundimprove next big patch or not... we anyway cant force sumthin... lets see
the sound in lfs progressed in w, but i will anyway do new ones with the sounds from patch w/x and try to do better ones till any new sound patch is available...