1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.30 Bug Reporting thread
    Solutions and more information may already be available.

Another question about sounds

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by FFIVGUY, Apr 19, 2020.

  1. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    I was trying to create an engine and exhaust sound mod in fmod studio, but as soon as I added the autopich effect to the rpm parameter the quality of the sound decreased. You could tell the difference by switching between the timeline and rpm parameters. I idle sound was much more clear and realistic sounding as well as the rest of the rev range on the timeline parameter. But on the rpm parameter the idle was not as clear and realistic sounding as well as the rest of the rpm range. (It sort of sounded like what old engine sound mods sounded like using sbeam) I was using an acceleration and deceleration sample from a Peugeot that came with Le sound Audiomotors. And if I wanted to mod the sounds that got exported with an automation car I created (muffled and unmuffled, exhaust size, quality, etc, that I exported with the car the I created) So If I have, lets say a V8 that I exported one car with a reverse flow muffler and one without a muffler, would I be able to blend those two file together to have dynamic muffling in fmod studio? Is that possible yet? If so how would I go about doing so? If I decide to do the same thing with the exhaust diameter (0.50in and 8.0in V8 samples) and quality (-15 and +15 V8 samples) would that end up being something that's beyond my ability if there needed to be changes to the jbeam structure of any other files to add new parameters for that? And lastly this one a question that has to do with fmod studio.. Is it possible get the new V8, I4, B4 and V10 exhaust sounds to sound a little more like the old (0.10) ones? I am asking this because I the way the old ().10) I4, B4,and V10 sound compared to the new ones. The new ones tend to sound thinner and not as full and not as good in the higher rpm ranges as the 0.10 sounds even when fully unmuffled. And is anything going to be done with all those extra sounds in the (0.10) V6 folder?
     
  2. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    OK, so I'll try and help.

    Le Sound Audiomotors is a granular synthesis based engine audio system. It uses a recording of the car accelerating from idle RPM to redline and decelerating back down again as the source material for its synthesis. This is completely different to how engines are made for BeamNG, which uses looped samples at static RPM... so lets say one sample at 1000rpm, one sample at 2000rpm, one sample at 4000rpm one sample at 8000 rpm. When you know the correct RPM of each sample you put these on an audio track with an RPM RTPC crossfade them in to each other and switch on autopitch, which when you tell it the correct RPM of each sample it will do the pitch shifting automatically for you.

    You simply cannot do this with an Audiomotors source sample. The way granular synthesis works is completely different - the system analyses the pitch change running through the source sample and cuts it up into minute samples (called grains), and it plays the corresponding grain to the correct RPM. If you accelerate quickly, it is effectively missing out grains (to play the recording quicker than it was recorded) and adding grains when accelerating slowely (to play the recording slower than it was recorded)

    It's quite complicated, but I hope that makes sense to you

    I'm afraid I can't really help with modding, I'm just working with the in-game systems.

    And finally, we have no plans to re-use any old vehicle sounds. Frankly, if we can come up with a way to make unmuffled versions of our own recordings then I'd like to replace everything we have with bespoke recordings.
     
    • Like Like x 2
  3. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Thanks it makes sense. And what is the purpose of the ENG_INT and the unmuffled and broken exhaust sound files within the version 0.10 V6 folder? And is it possible to get al those other sounds in there working in game?
    And why does the version 0.10 I4 exhaust sound, sound a little different than the I4_2_exhaust sound?
    And is it possible to give the engine and exhaust (in the engine audio debug app and in the engine.jbeam file) more bass without it sounding muffled?
    Is it possible to make the engine/ exhaust sound smoother or rougher during idle (I know about idleRPMRoughness already) and acceleration?
    Last but not least, When will you start doing your own recordings and will wee be able to have open header sounds since when you remove the exhaust completely from any of the vehicles you have open headers?
    How does sonory make all of those engine and exhaust sounds? And how come sonory is password protected now but wasn't a few years ago?
    Why can you only get a range of -30-30 with the low and high gaines and the high and low widths in the engine audio debug app? And is it possible to get the sound to get lower than -30 and above 30?
    Sorry about all the questions. I just had A lot of things I wanted to ask.
     
    #3 FFIVGUY, Apr 28, 2020
    Last edited: Apr 28, 2020
  4. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    Way too many questions for me to process in one go :(
     
    • Agree Agree x 1
  5. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Would it be easier to process/answer them one at a time?
     
  6. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    I'm with a couple regarding the same subject/issue.... then I just have brain farts!
     
    • Like Like x 1
  7. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    I tend to get the same way sometimes
     
  8. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    And I'm not expecting you to answer all of the questions in one go. It's a lot of questions. You can answer them at your own pace
     
  9. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Would it still be possible for you to answer the questions but NOT in one go? Like just keeping your focus on one of the questions at a time?
     
  10. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    Well for a start I don't have V0.10 - this is very old and redundant now, so I can't answer any of those questions.

    And is it possible to give the engine and exhaust (in the engine audio debug app and in the engine.jbeam file) more bass without it sounding muffled? - I'm not sure what your interpretation of the word muffled is, in context. Bass is inherently muffled, perhaps you mean you'd like sub bass or something?

    Is it possible to make the engine/ exhaust sound smoother or rougher during idle (I know about idleRPMRoughness already) and acceleration? - Not at the moment, and there are no current plans to.

    When will you start doing your own recordings and will wee be able to have open header sounds since when you remove the exhaust completely from any of the vehicles you have open headers? - I don't know. I'd like to, but we're not likely to be able to record vehicles without an exhaust, which makes recording what we need impossible. Budget has a lot to do with it. We don't have the size of budget that the 'big boys' have unfortunately.

    How does sonory make all of those engine and exhaust sounds? - Ask Sonory

    And how come sonory is password protected now but wasn't a few years ago? - Ask Sonory

    Why can you only get a range of -30-30 with the low and high gaines and the high and low widths in the engine audio debug app? - Ask FMOD - to be honest though..... ONLY get a range of -30 to +30? That's a massive range from an audio perspective. It IS possible to increase this by doubling up on the EQ's, so you could have 2 x -30 or 2 x 30, but we're not going to do that.

    Hope that helps.
     
    • Like Like x 2
  11. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Thanks this does help a lot. As far as V0.10, the sounds are still in the game. I actually have used them in combination with the current engine sounds. So, like I6_2_engine and L6. So, you know how when you increase the lowShelfGain with the lowShelfFreq at about 300 and it gets more bassy but it sounds more muffled and not as clear? That is what I am referring to when I say muffled. And will we be getting any new engine sounds in the future. (not at this moment)

    s it possible to make the engine/ exhaust sound smoother or rougher during idle (I know about idleRPMRoughness already) and acceleration? - Not at the moment, and there are no current plans to
    Any future plans though? And will there ever be any realistic type of intake/exhaust drone?
    --- Post updated ---
    And one more thing. With the Engine Audio Debug how would I "simulate" a bigger/smaller exhaust diameter. Would it be possible to have the I3 exhaust sound playing on top of the I6_2_exhaust sound instead of outright replacing it? The file is below with the soundConfigExhaust already in there. Are there any adjustments I need to make to the sound soundConfigExhaust or sampleName or does it require advanced modding?
     

    Attached Files:

    #11 FFIVGUY, May 26, 2020
    Last edited: May 27, 2020
  12. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Can you help me with this please?
     
  13. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    Not at this point in time.

    Not really sure what you mean with that, we have our sounds and that's what we use for engine/exhaust.

    You can't simulate anything there, it's an EQ which you can adjust. Do that until you like the sound and put the adjusted values in your jbeam to make them permanent.

    No, that's not possible.
     
  14. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Thanks that helped. How come when I change the fundamentalFrequencyCylinderCount for the soundConfig note it changes, but when I do it for the soundConfigExhaust happens. (I have attached a video to chow you) What is eqFundamentWidth? I tried it and could not get anything to happen. (I saw it listed in the sound section of the wiki) What does max/minLoadMix do? And why does the 0.10 I4 sound different then I4_2_exhaust? Is it just equalized different or is there more to it? I think that's all the questions I got.
     

    Attached Files:

    #14 FFIVGUY, Jul 14, 2020
    Last edited: Jul 14, 2020
  15. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    Seems to work fine here...

    Adjusts how much or little min/max load is being used for the relevant sound.

    They are different samples.
     
  16. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Did you check to mp4 file I uploaded? What does eqFundamentWidth do? When we are able to use FMOD Bank files for sound mods, how would we get engine sounds from besides recording them?
     
    #16 FFIVGUY, Jul 14, 2020
    Last edited: Jul 14, 2020
  17. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    If/when support for that is added in the game.

    Buy them? Find free ones? Something along those lines I guess...

    Not sure what you mean, this doesn't exist. If you are interested in the high/low width settings, these adjust how broad of a frequency range the EQ adjusts around the selected frequency.
     
  18. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    where can I buy and get free engine sound samples? Is the V8 (not V8_2) sound from 0.10 an engine or exhaust sound? I had a hard time trying to figure it out? And Check out the mp4 file I uploaded it should give you an example of what I mean about the fundamentalCylinderCount. Why didn't you guys use all of the sounds in the 0.10 V6 folder. I just made a blend file for all of them and they all sound really good!
     
    #18 FFIVGUY, Jul 15, 2020
    Last edited: Jul 15, 2020
  19. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
    Can't help you there.

    It's a mix as it predates dedicated engine and exhaust sounds.

    We had no use for them.
     
  20. Justy4WDTURBO

    Justy4WDTURBO
    Expand Collapse

    Joined:
    May 14, 2016
    Messages:
    648
    Hijacking this thread for a related question: can I commission a company like Sonory to make me a inline five (and possibly V10?) that sounds like a F1 engine? Not going to be cheap at all but one can dream, haha.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice