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Audio Feedback Thread

Discussion in 'General Discussion' started by Nadeox1, Aug 9, 2017.

  1. FFIVGUY

    FFIVGUY
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    I mean like having engines simulated like they are in live for speed
     
  2. TDK

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    I've never played it. I wouldn't expect one game to copy how another game does anything to be honest.
     
  3. den_chik

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    Aren't do you mean this kind of issue?

     
  4. TDK

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    That's part of it, but also determining (from an audio POV) what makes an impact and what makes a breakage.
     
  5. FFIVGUY

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    When I say that I don't mean actually copying the game in that sense. I mean like if you guys are every going to take a more simulated approach to the sounds rather tan having a bunch of engine samples throughout the rpm range
     
  6. TDK

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    Ah, you mean audio synthesis for the vehicle audio. Well, if we came across the right minded DSP engineer then why not, I'd love to - it would solve a lot of our issues with the quality of the sounds we use, and the way we need to be able to change them in real time..... but....... it's a very complex subject which is very difficult to get sounding right... and you need to have found the right person to do the R+D.

    We have discussed the subject, and we will discuss it again. As the person who got Codemasters to invest time and money in granular synthesis for their engine sounds, and did a LOT of those recordings (just check out the difference between Race Driver GRID and DiRT2), I'm very VERY keen to improve the overall sound of the vehicles. And I think we can all agree there is still a lot of work to be done... it's just not a simply problem to solve. Granular synthesis would not work for us mind you - for the race and modded cars, yes, but for the stock normals then no.
     
    #466 TDK, Aug 13, 2020
    Last edited: Aug 13, 2020
  7. FFIVGUY

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    That would be great since I managed to create raw engine sounds from gunshot, explosion and drum sound effects which sbeam is the only thing I am able to use right now since there is only once sample. I even managed to create a 2 stroke diesel sound with the explosion sound effect. So far I have 1, 2 and 3 cylinders, although there is only and idle sample auto pitching so this would be a great improvement. The video of said sounds is the mp4 file
     

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  8. TDK

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    • Like Like x 2
  9. FFIVGUY

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    Yeah I know! :) I'm actually subscribed to his channel and have watched all of the firing order videos. That 's actually where I got the idea from. I wonder where he gets the audio samples from. The only thing with the sounds I made is figuring out how to muffle/unmuffle them and generate some sort of exhaust from those sounds somehow
    --- Post updated ---
    What do you mean by this?
     
  10. galaxynote2

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    I'm glad you were able to reproduce it! Yes, in fact, I was using a modded vehicle (only changed some values in the engine.json file btw) but it also happens in safe mode with any vehicle. If you need logs or something I'd love to help. Thanks for the quick response!
     
  11. FFIVGUY

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    Do you know if there is any pc applications that can do granular synthesis and export the engine sound as engine and exhaust samples?
     
  12. galaxynote2

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    It isn't that simple, man. You'll have to mess with FMOD to get them right. I have a lot of samples of my cars recorded from engine, exhaust and cabin, yet I'm having a hard time importing them to beamng (only the starter engine sounds sound great). It's pretty much trial and error since we don't have enough documentation to serve as a base. It would be amazing to have a program that had the ability to do what you say but sadly, that's almost impossible today.
     
  13. TDK

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    We're good thanks - investigating and testing fixes at the moment.... you're welcome of course! :)
    --- Post updated ---
    As for granular synthesis - without a playback API it would be useless to you. You really do not want 1000's of samples of each engine rotation ;) The popular game ones are REV by Crankcase Audio and Audiomotors by LeSound where you have a tool which analyses an RPM sweep and turns that into a granular data file which the playback API then uses in the game. We're using RPM loops within FMOD, which has an 'autopitch' function, so as long as you know the RPM of all the samples you want to crossfade through, it will do the correct pitch bends to seamlessly play through the samples.

    As for why granular wouldn't work for normal cars. The problem is more to do with getting the recording rather than the granular technology. Granular works best with RPM sweeps, and the most organic way to do that is on track. When on track you are fighting against not only wind buffeting but also tyre/surface noise. Loud modded and race vehicles overpower those sounds, but your standard 1.4 Ford won't - so then you need to use a rolling road - and rolling roads are also not quiet... so then you look at using a Dynapack which is a hub based water hydraulic system, but that has no inertia so you can't record deceleration RPM sweeps... so a lot of swings and roundabouts to get across.
     
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  14. FFIVGUY

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    If Sonory's website is broken than how do you guys get the engine sounds then?
     
  15. TDK

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    We don't need anything from him at the moment. Email may still be working.
     
  16. FFIVGUY

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    I know like when I started playing the game around 0.12, www.sonory.org was freely accessible and I was able to use the interactive engine sampler thing to hear what the engines sounded like throughout the rev range and it was easy enough to buy and set a samples from there. And I really like to do engine sound mods, and it was kind of disappointing when I found out that I couldn't access the website
     
  17. TDK

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    I joined the team just before 0.12 came IIRC. You were buying Sonory sets? What for?
     
  18. FFIVGUY

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    I wasn't buying them. I was just saying in general that it was easy, though I was looking to see if there were other engine sounds for engine sound mods. I was using the interactive simulator which there were a few sound sets to use with it on the website that was free to sample to see what they sounded like throughout the rpm range. And I just can't seem to find a good website that I can get engine and exhaust samples from
     
  19. FFIVGUY

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    What I was getting at when I said the kind of sound system that Live For Speed uses it that the wav sample are just a bunch of "clicks" and it the sound engine generates an engine sound form it defined by the amount of cylinders selected and as well as changing the sound based on what the engine displacement it
    I have attached a mp4 file which I the video describing what I am talking about
     

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  20. TDK

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    Yeah I know - it's the same sort of thing as this - https://www.robersonaudio.com/ice-drive.html - and not that different from the AERs system in Gran Turismo.

    At the moment, no plans, no.
     
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