1. Trouble with the game?
    Try the troubleshooter!

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

    Dismiss Notice

Audio Feedback Thread

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

  1. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,056
    Sorry I worte the path wrong, it's in the zip file called audio and the path is art/sound/engine.
     
  2. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    592
    Maybe the problem is, is that there is no art/audio/engine folder in the r
    I don't have that either :D

    Where is this zip file?
     
  3. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,056
  4. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    592
    Please read through this thread and understand why we need raytracing - at the moment the whole cabin sound is a fudgy mess.
    --- Post updated ---
    OK, thanks. Still no idea. Waiting for a response on our dev chat.
    --- Post updated ---
    I'm not sure what you're hearing in your example IS tyre hum. It sounds like transmission to me? I'll do some more research on this at some point. However, I am yet again using one system for all tyres, no matter how big or small they are, and since I'm not a mathematical genius it's always going to be a compromise between everything.. Hopefully I can get it better though !
    --- Post updated ---
    Could you give me an example of 1 mod which does this and I'll install and debug.

    Thanks!
     
  5. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,056
    Sorry for late reply, my PC crashed and Internet went off as I was writing the reply. I made a quick mod that adds an engine with the broken sample sound to the D-Series/Roamer, it would have worked in the previous update. Engine is dead silent, no LUA errors about missing samples though like there would be if a sample with this name didn't exist.
     

    Attached Files:

    • Like Like x 1
  6. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    592
    Is it just the idle sounds for you or the engine rev range which is silent?
     
  7. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,056
    For me everything
     
    • Like Like x 1
  8. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    592
    Just an update that we (well, not me but "we") are investigating a separate issue which may well be linked to this one.
     
    • Like Like x 4
  9. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    So to me tire squeals are pretty much perfect with most street cars now, but I read about this audio ray tracing and am thinking that wouldn't that kinda make all balancing needs to be redone, it is like with graphics guys that now needed to adjust all graphical stuff to new way of rendering?

    In such dynamic development, you guys are bit like in hamsterwheel at times (or all the time :p), as a player it is then sometimes bit of challenge to know which parts are excepted to be at good tuning level and which are more of place holders.

    Anyway it is definitely leaps of forward with this new version, driving feel is very much supported by audio now, now if you just could do something to annoying heat wave so we could play more without suffering a heat stroke, that would be perfect, but I guess I'm now asking way beyond sane possibilities :D
     
  10. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    592
    Haha - it is a bit of a hamster wheel with this sort of development yes. Two steps forwards and one step back... but that's still progress. Of course, trying to limit negative changes to mods is also an issue we try and be mindful of as well, although I'm often the one who is arguing to break mods for the benefit of the final product ;)

    There are two kinds of ray tracing, the one for environmental audio and the one for the cabin detection and sizing. I'm quite confident that with both of these, once we have found the correct setup parameters everything else will automagically happen ;)

    The tires are certainly a step up now. Still more work to do, but it's getting quite delicate. I want to address some things with loose surfaces to free up a real time controller (in the system) so we can consider surface depth. As always, we have to be careful that we're not stealing (too much) performance from the core systems.
    --- Post updated ---
    When you say the D-series is quieter overall, are you talking about all 72 models, or one in particular... or one of the engine types?

    And when you say compared to others, other vehicles in this game also have their own volume settins - some are also louder and quieter... so to help me understand... compared to what?

    Thanks.
     
  11. AlternateSteve90

    AlternateSteve90
    Expand Collapse

    Joined:
    Apr 2, 2015
    Messages:
    29
    Hi there, TDK, hope all is well.

    In any case, none of the mods having this problem, that I've made myself are on the repository(though I'd like to get around to it, someday), but I can link you to Hawkyhawk14's "Communist Bluebuck" mod, one of the trims of which used the legacy V6 sound from 2017(it's the one painted black, btw), and was working fine prior to 0.23: https://www.beamng.com/resources/communist-bluebuck.9545/
     
    #691 AlternateSteve90, Jul 14, 2021
    Last edited: Jul 14, 2021
  12. Unster

    Unster
    Expand Collapse

    Joined:
    Jan 23, 2018
    Messages:
    469
    That comment you were responding to was pre-update. I later said the idles were much better, after the update. The only remaining issues, other than perhaps the loud starting sounds, is that some vehicles are too quiet overall, quieter than they used to be, specifically the Hopper and D-series, so do have a listen when you get a chance.
     
  13. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    592
    Thanks - yes we are investigating an issue atm
    --- Post updated ---
    Yep - I replied here - https://www.beamng.com/threads/audio-feedback-thread.44084/page-35#post-1344835
     
  14. mtslittow

    mtslittow
    Expand Collapse

    Joined:
    Sep 28, 2012
    Messages:
    142
    I agree, I've listened to more trucks lately. Gravel trucks like the one I recorded seem to have loud transmission whine.
    The tread sound varies a lot. Most that I've heard have been higher pitch than the game sound. Maybe 1.5x?
     
  15. Unster

    Unster
    Expand Collapse

    Joined:
    Jan 23, 2018
    Messages:
    469
    I think it's not as bad now as after the big update recently. Maybe I'm just getting used to it. Generally all the engine sounds, especially idles, are pretty quiet in this game, so I have to crank up my speakers a little more than in other games to hear the engine. But that's OK.

    I was earlier referring to the V6 Hopper and I think V8 D-series. The diesel could also be louder. Seems quiet for a diesel, unless it's a very modern engine. None of this is pressing, but if after reviewing these engines you feel they sound OK, then I can accept that. But I'd still prefer you at least have a listen if you haven't already.
     
  16. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    592
    I'll take a look, thanks,
    --- Post updated ---
    We do have quite a bit more dynamic range than the majority of racing/driving games. Indeed IRL the difference in volume between the majority of idle's and the majority of redlines is a much bigger difference than we could ever achieve in a video game. We don't want to 'squashed' the audio like most developers do with their games, so yes, you have to turn things up a bit. This is something that we're constantly reviewing and tweaking, nothing is fixed at the moment.

    I'll take a look in due course. It is very likely there are some models which aren't close enough yet. Thanks for the feedback.
     
    • Like Like x 2
  17. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    Any update on the use of fmod for sound mods yet?
     
  18. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,957
     
    • Agree Agree x 1
  19. Logan Mikael

    Logan Mikael
    Expand Collapse

    Joined:
    Jun 4, 2020
    Messages:
    187
    I remembered now, in version 0.20 until 0.22 the engines had sound
     
    #699 Logan Mikael, Jul 21, 2021
    Last edited: Jul 21, 2021
  20. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    558
    the 0.10 sounds still don't work
     
    #700 FFIVGUY, Jul 25, 2021
    Last edited: Jul 25, 2021
  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