Yet another long post.
Firstly, I have a lot of ideas about the realistics of cars.
In ts2, cars really don't sound real, even with really good looping wav sounds put on them. When you shift up, you sound like you're in an automatic or slap shift, race cars in reality are like that, but would it be possible to get a system going where when shifting up in certain vehicles, we have to let off the gas before shifting if it's a standard. Also, when you let off the gas, nothing changes on you except that the car beings to decrease in speed and the pitch of the engine decreases. This isn't realistic, can some kind of audio effect be added, or an optional sound be added so that when you let off the gas, your car gets quieter and the sound deeper, or what ever is supposed to change. Also, with race cars that are powerful, you really do get a lot of spinning out done when you shift up, or take tricky corners. Can top speed allow for sounds to spin some tires when we shift up and are still in our lower gears? It shouldn't happen in higher gears, but in the lower, more powerful gears, it would make since for us to burn out a bit when our gear is changed (depending on how powerful the car is in the first place e.g. acceleration setting). For turning corners, it should only start screaming those tires if you're holding your arrows for more than a second or so, that way if we're in a habit of tapping instead, we're not going to start sounding like someone trying to play a recorder with a bunch of water in it or something. In addition to this, there should be an optional sound (and we should be able to add our own if we make custom cars) that will play when we shift. For example, indi cars, I do believe, make quite a racket when they shift because they don't have a clutch? something like that. When one of those shift up, it will make a thudding sound, and the pitch of the engine changes immediately because there's no wait for the gears to rearrange. It would be awesome if we were able to apply effects to shifting, in both automatic and standard (manual) vehicles.
Can the sound player be improved in it's ability to change the pitch of the vehicle? Right now, it tends to be a bit jerky, even with cars who's acceleration are reasonable, such as the trusty quatro. Also, I guess this would get pretty complicated for one who's creating the car, but I wonder how hard it could be to actually provide a sound that is doing the revving up work, rather than let the sound player handle the job. I'm interested in the same for when you let off the gas. It would be really cool if we could have the option to make more complicated .vhc files that were able to do more complicated things, including my shift sound idea, optional sound to be played when speeding up, optional sound to be played when slowing down, optional burnout sound.
In addition, I found the shiftfreq feature in .vhc files quite limiting. Can we have a max sound that the engine goes to before shifting when it is an automatic, but, in both situations, can we have a bottom pitch that we move to after shifting up. I'm ranting on like we're still handling all the pitch changes and stuff with the sound player because I doubt it's really possible to do it the way I was thinking above. I have a sound going on here though that the pitch changes in it like the vehicle is speeding up, and the only way I can make a car out of it is by cutting a small portion out of it, or counteracting the pitch change by changing the pitch in the opposite direction with a sound editor.
Also it would be realistic to treat our speeding up control like a throttle, rather than a button used to speed up our car. Meaning it acts like a real engine, if you tap up arrow, you're going to make your engine roar for a couple of seconds. If a separate sound is available for when the gas is let off in the vehicle, it can be played when you let off in this situation.
Another awesome realistic thing would be a neutral gear, where we can just sit and rev our engines, and, of course, while revved up, kick into gear to do a really nice long satisfying burnout.
You know, counteracting my above ideas somewhat, I think a more workable idea would be to have an idle sound and a rev sound. This isn't the same as the throttlesound already used. What happens is when you hit the gas, the idle sound stops immediately and is replaced by your throttlesound which is faded in rapidly to make it sound like the engine's taking on the work load, and when you let off the gas, the throttlesound can be faded back out rapidly and the regular engine sound takes on at the same pitch level as the throttlesound was going. This means that a car creator will have to be careful to get their idle pitch and throttle pitch to be close the same so it sounds more realistic, but I believe this would allow for a far more realistic effect. Plus, some sounds sound really great with an idle, but it is pretty dreadful when it's pitch is changed up the scale several margins. The same I
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