I mean, the echo/reverb etc? Haven't found that in tutorial, but maybe i've missed it somewhere. I love the sound effects of the new engine, probably i'll make a track inside a concert hall someday EDIT: will you also implement some sort of phaser/flanger effects when the car is distant from camera (in the replay especially)? In real life the sound of car goes and reflects through a lot of "obstacles" which changes its phase, and makes a little flanger appear.
The reverb is currently calculated by the AIW corridors. I'm sure this will get some attention when we do the AIW tutorial .
Yes, the edge end of the collision corridor controls the reverb right now (typically if it's shorter than the max length we can assume there is some kind of wall there)--closer the car is to it the more reverb you get. We also have plans to add reverb zones to increase reverb in tunnel-like areas--not sure when this will make it in though...
A question, so it's clear, the reverb/echoing is managed by the rF2 Engine for the outside sounds. But when you are in cockpit, is there a "post" processing on sounds to get more "loud/echoing" on the inside sounds or not? (not sure if I'm clear). In another words, do I need to add "cockpit closed" effect on my on-board sounds or is it managed/added by rF2 now?