As you probably know, when you use a modded horn sound or a modded siren sound, when you un-press the horn key or you shut off the siren, the sounds doesn't be stopped instantly like vanilla horns or sirens, they be stopped with a fade-out! It's really annoying! In this video you can hear the difference: BUT... If the dev who wrote that electrics.lua code, replace the stopSFX with cutSFX in the line 168, the problem will be fixed! I did it: It fixed the problem!!! (And didn't affect vanilla horn sounds at all) So, please replace the stopSFX with cutSFX in the electrics.lua file in the line 168 in the next update. Thanks in advance!
I'll pass this on, but that bit of code looks to affect more than just modded horns. I'll bring this up in one of our sound channels and see if the coders think there is a solution to this issue. Thanks.
Like what? And with the new system I hope I can create an unevenly firing flatplane V8 that sounds like the V8_flat_2_engine/exhaust since I really love the sound of it especially straight piped, with headphones
What I mean by that is that when I make an engine idle like the I6, is there a way to make the timbre subtly change over the length of the sample rather than being static? Would that involve some type of random LFO or something else? It can be a pain changing the pitch manually of each "fuel ignition pulse" sample
There's an audio bug (?) I found, check this thread: https://www.beamng.com/threads/is-it-possible-to-add-2-sources-to-the-same-sound-in-a-vehicle.81556/
Thank you! Seb has added it to the bug database! --- Post updated --- It's best doing some trial and error tests with various types of effects, and modulate them so they are not static sounding. You could try phasing, mid band distortion etc. etc.
Thanks for the info, I will give it a go. It should help my quad piped i4 not sound like a machine gun
Please do revisit the V6 Hopper's idle at some point. I just had another listen and it's unusually quiet compared to almost any other vehicle, including the I4 Hopper.
The attached file has 3 vehicles, 1) Sunburst i4 2)Hopper i6 (not V6) 3)Hopper i4 For sure you could argue that the i6 is slightly quieter, but I don't hear it being unusually quiet - you also said that you have to constantly adjust your game volume when switching between these vehicles, which didn't happen in earlier versions of the game? I honestly don't get this. Perhaps you have made some changes to the jbeam files yourself? I'll have a look at upping the idle slightly... but I'm struggling to understand your issue. Perhaps you can do a video capture of the problem?
I would say the I6 is a lot quieter than the I4, not just slightly. I think I hear it in your audio file as well, but it's easy to lose track of what I'm listening to there because there's no video and you're switching between inside and outside. Regarding having to adjust my volume, that's more to do with driving something louder such as the T-series. The T-series used to be very quiet. Now it's nice and loud, but some other vehicles remain very quiet, such as the I6 Hopper and D-series. If anything those got even quieter over the last few versions. Generally I find most of the 6 cylinder engines in this game overly quiet, plus the D-series as well even though those are mostly V8's. Here are my short recordings. First one compares the same cars as you did. The second one contrasts the T-series with the very quiet I6 Hopper. Just idle sound from behind, nothing else.
I think there is a certain smoothness with the i6 that you don't get with the i4. Inside FMOD we have done a lot of volume work to ensure each of the different engine types have the same average RMS volume at around 900RPM, and at around 8000RPM. So, if you personally want an i6 Hopper to be close to the volume of a T-series, why not edit the jbeams and set them up how you would like them? It's not something I want to do with the base game as in reality that would be quite incorrect.
Not at all. I only referenced the T-series as an example of what used to be an overly quiet engine and now is proper, and to illustrate how quiet the i6 Hopper is. I guess I should have been more specific in my last post, but I thought I was clear enough before that, my point being that the i6 Hopper and D-series are too quiet when compared to other similar vehicles, for example the i4 Hopper. And the i6 Hopper and D-series specifically seem quieter than they were in earlier versions. The i6 Hopper especially is near silent.
I had another look and it's the different and somewhat louder exhaust note that the i4 Hopper has that makes it seem louder from behind. From the front they are about the same volume-wise.
Hey! I found this video of an EV rallying about and thought it may actually be a pretty good reference for the sound guys. I understand the tire system and sounds is WIP so this may be of use? No engine noise to drown out other sounds
Nice find - thank you! --- Post updated --- Yeah, and it's a bit too bassy for this vehicle I think - I'll reduce this in the i4 hopper... that should balance it better with the i6
I don’t know what’s going on with sonory I know that they definitely CAN make great sounding engine loops. E.g. 0.10 V6 pack, B4 and B4S, L6, V8, V8_2, the new Bolide engine/exhaust sounds, The Vivace I3, I4, I5 and diesel I6, most of the engine notes currently in game that sound better than the exhaust note, and some of the muffled exhausts that sound better than the unmuffled exhausts.