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Suggestion: Rendering looping .wav files? #415

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mrwallace888 opened this issue Jan 18, 2023 · 1 comment
Open

Suggestion: Rendering looping .wav files? #415

mrwallace888 opened this issue Jan 18, 2023 · 1 comment

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@mrwallace888
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Not sure if this is already a thing, but it'd be cool to take your current engine and render some .wav loops from it. You just tell it how many loops to make, what RPMs to loop at, as well as the throttle input for each one. For example, if I needed a 0% throttle idle RPM loop, then a 100% throttle 8000 RPM loop, and then a 0% throttle 8000 RPM loop. Or more if one needs them.

This is especially useful for some people as their hardware isn't capable of running this smoothly, especially with other engines like V8s, so this would allow people to get some sounds recorded by rendering them ahead of time instead.

@gre-42
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gre-42 commented Apr 3, 2023

I would also like to have such a feature. Currently I am using a semi-automated approach to generate looping .wav-files using a Python-script operating on Audacity labels files. The Audacity labels files are generated using a patched version of the engine simulator, and the .wav files are recorded from the engine simulator in real-time.

However, this approach has the main downside that the simulation time step has to be reduced when the engine is too complex.

It would be great if the .wav-files could be generated in some kind of batch mode in non-real-time, making the quality of the .wav-files independent of the computing power.

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