Could optional sounds be declared in sfx.cfg depending on the view selected, first or third person.
Watching through videos, in first person the bike sounds are strongly intake and transmission based, in third person view people like to hear sounds that are strongly exhaust based sounds.
It would only involve adding '_cockpit' options to sfx.cfg (and the in game changes for sound file selection of course).
If the extra keys are not declared in sfx.cfg then it could be assumed that the sounds are the same in both views and this would prevent having to modify existing MOD bikes.
Thank you
Would also be interesting if it's already possible for modders to recreate the sound of Honda's cylinder deactivation (leading to a V3 sound).
Quote from: h106frp on December 10, 2015, 09:19:24 AM
Could optional sounds be declared in sfx.cfg depending on the view selected, first or third person.
Watching through videos, in first person the bike sounds are strongly intake and transmission based, in third person view people like to hear sounds that are strongly exhaust based sounds.
It would only involve adding '_cockpit' options to sfx.cfg (and the in game changes for sound file selection of course).
If the extra keys are not declared in sfx.cfg then it could be assumed that the sounds are the same in both views and this would prevent having to modify existing MOD bikes.
Thank you
+1 ;)
I have long be advocating different sounds for cockpit and ambient bike sounds.... Would go a long way to solving the engine sound drowning problem we have when there is another same bike up close to you, especially when on the start grid; hearing your own engine sound is almost impossible from the start grid at this time. ::)
Hawk.
bump
Bump.
In the "sfx.cfg" file of the bike, it is already possible to set "onboard_engine", similarly to "engine", for a dedicated onboard views engine sound.
:o. Thx Piboso.