Quote:
Originally Posted by DayGlow
So how does one modify a canned sound sample so when you change prop pitch, mixture, etc you the get the aural effects of the dips in rpm, misfires, pinging, etc?
CoD sound engine is very dynamic in response to the engine and would be very hard to build with straight samples. We can't have both worlds, a infinitely dynamically responding engine or real sound samples.
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Yeah. I'd definately take current, dynamic engine sounds (with less bugs, though

) over the ever-so-cool-sounding, 'realistic' engine sounds.
Oh, and we really needed *another* thread about this... it's been about time!