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报告翻译问题
But, relatively small issue I guess, as stated, nothing to worry about.
EDIT Ah. Sweet. Ninja'd
When revving the Ferndale you hear the revving sound but the stationary sound is still there on the background.
Correct, because this has to do with what RPM the idle sound sample is supposed/scripted to merge with the reving sample.
Just for reference, and anyone wondering how audio is generated for a lot of cars in games
Simple option
1. Audio sample (say: engine.wav) which is a clear revving/even sample that can be looped indefinitely
2. Said audio sample is then synced to the revving engine and is pitched up or down depending on the RPM (think autotune)
Complicated option (usually best sounding)
1. Audio samples are procured for different rev ranges
Example:
Engine_idle.wav (meant to be used at idle and maybe a few hundred RPM)
Engine_low.wav (meant to be used between 500-1000RPM)
Engine_mid.wav (meant to be used between 1000-3000RPM)
Engine_high.wav (meant to be used between 3000-7000+RPM)
2. These samples are then tied to some audio configuration file that tells the audio engine when to merge these samples according to revs. If there's too little overlap, it sounds pretty abrupt, if there's too much overlap, it sounds like you've got 2 engine notes, as is the case with the Ferndale.
And, of course, all these samples have to be almost perfect loops as they're meant to be played indefinitely, and are not "self-generating" like a car's engine note. No 2 seconds of a real car's sound is the same as the next 2 seconds etc.
/smartass mode off
something like this would be truly epic and add so much to the driving experience
https://www.youtube.com/watch?v=qaVTXjWXehc
True enough, that would be awesome, not sure how in-depth toplessgun is willing to go though
also +1 to the sound improvement, or just being moddable.