Forgive me if this has a fix/has been mentioned, but when I am above a tunnel (this specifically in Utah) the engine still echoes as if I were in the tunnel. I am checking and screen recording in safe mode now (as soon as it opens on my potato skin computer). here for example, in neutral, above the tunnel: (sorry, no video, just picture, but it is confirm-able) --- Post updated --- This is the audio thread, perhaps you should try https://www.beamng.com/threads/license-plate-bug.64384/
really liking the new sound on the bolide and stuff. Great to update the game and it sounds almost upto date in the sound department with other games!
You are using a modded level, it is possible the issue is within that. Check in Safe Mode: https://documentation.beamng.com/support/support_tools/safe_mode.html
Forgot to say it, it happens in Safe Mode too! I posted the same in 0.20 discussion thread. I can make a video or send you whatever info you need if you want! Checked audio drivers, verified integrity, checked that Windows Spatial Sound were disabled. Everything is ok, yet sounds aren't coming as they suppose to do. Edit more videos: Here's how it sounds in safe mode (sorry for the low quality it's using the default settings). Here's how it should sound. Sorry it's the only video that I happen to have from the last version demostrating other bug, yet the sounds are more clear and louder.
Can confirm I'm also missing crash sounds, mainly on hard impacts. Also a problem mentioned on the discord servers too Edit: I have to add that the issue that was fixed for sounds in 0.19 is back now in 0.20. When driving at high speeds with sirens/ horns sounding it causes that strange fluctuating/vibration again.
Did they change something with the supercharger sounds? Somehow every mod car I have has a weird supercharger whine.
Hi there, and thank you for bringing this up! For tunnel reverb, I need to create trigger boxes in the world editor, and match these to the sizes of the tunnels. However, these boxes cannot have arbitrary shapes and are always squared. So the shape of the tunnels and the shape of the trigger boxes do not always align. In your case, the reverb trigger box was most likely a little bit larger than the tunnel, hence reverb was triggered also outside of the tunnel. We are in the progress of giving our reverb system a complete overhaul, so issues like this will hopefully not happen anymore in future releases.
Is there a way to see the updates with the sounds each update? Would be interesting The new turbo flutter for the sunburst is a welcome surprise ( Sport RS turbo flutter sound) Is it the only turbo that makes that sound, or others as well?
We do put the bigger changes in the logs, but frankly we are tweaking, changing, experimenting on a daily basis - it's impossible to log everything we change. To see which vehicles use which turbo banks, you can look at the engine.jbeam files for each vehicle. Again, we may change these around if we think something works better... and indeed you can too. --- Post updated --- No we haven't. For every mod car to have a supercharger, this would need to be set up in the engine.jbeam file for each car. --- Post updated --- Yes, thanks - the crash sounds disappeared when the crash impulse went higher than a value of 1. That's fixed now. Horns/sirens.... yep, in fact its any sound. We're looking in to it again. It became more apparent a couple of days before release.
@TDK crashing sounds sadly are still weak. Here's a comparison between an older build and 0.20.1. Happens in safe mode too.
So I see - but we can't reproduce. Are you using a modded vehicle in that video? --- Post updated --- Please explain what you mean?