Nope, sound is different in 0.13 and in 0.14, I have both here that I tested one after another and sound plays very differently as you can tell from videos and I guess TDK can tell too, there has been a change. 0.13 Custom classic: 0.14.0.2 Custom classic (I had handbrake and clutch mapped to same controller button, hence handbrake when shifting up):
At low rpm volume is also now lower, not sure if it was before. Maybe it is little slip, or bug, you know how them bug gremlins lurk and get you when you would not except, like their cousins, electrical gremlins in automobiles
Yeah, no transmission sounds intentionally changed. Could have been a mistake by me refactoring into FMOD of course. --- Post updated --- Cool, thanks for the feedback. Glad you think we're heading in the right direction
Gear grind sound has definitely changed for the worse, IMO. Is there a way to overwrite the new sound with one from a previous version?
Yeah, I will have a look at this when I get a chance as it's likely my mistake, but we won't be doing a hotfix just to fix it as it's a pretty small issue really.
I did upgrade sound hardware a bit and have been eargasmin of those suspension sounds and crashing sounds, feels like being in a car, amount of detail in sounds is huge, all the tingling and tangling. USB headphone amp and Steelseries headset, still quite low cost, but boy, for the price whole new level and really allows these sounds in game to excel. No matter what someone claims about ALC1150 being close to some good stuff, it is far, my OC can has new levels again But to do small jumps with a bus at gridmap and that all sound makes you feel being so much in a bus jumping. Engine I feel like missing a little under 250Hz though, it feels quite thin, while in reality such large capacity engine has low frequency hum/boom that surrounds you. However that might be something that changes when more sound sources for engine are implemented.
Yeah, I'm in the camp that MOBO audio will always struggle to be 'audiophile' quality. There's too much opportunity for interference etc. The best move would be to take the audio from the MOBO digitally, and have the DAC external. Anyway, good to hear your feedback, thanks!
Just a suggestion after recently playing burnout revenge, I think that louder thumps when crashing would add a lot more effect to the severity of a hard crash as burnout has. I like the current sounds but they don't work so well for hard crashes imo. Other than that I love the direction the sound is heading!
Yeah, thanks, we're getting there. The big difference between the way the two games play sound, at least up until Burnout Paradise anyway (I've not played the Revenge game) is the the big Burnout crashes are large pre-rendered smashes simply triggered at the right time - so they're very 'Hollywood-ised'. I think historically this was done because of the lack of sound ram, so the pre-renders were simply streamed off the optical media... but it ended up simply being a good idea which worked for that game. We certainly have a lot to do with the crashes, but as with everything else we're trying to improve with the sound in BeamNG we can't do anything which would break mods.... so we can't really change how the system works - and of course the old system had one impact sound which played for everything. We've got around this for sure, but yeah, more to be done. Thanks for the feedback.
By all means yeah, the sound has come a long way since then. The latest turbo blow off sounds really are an eargasm to hear too btw!
Hmmm...... Checked the combustionengine.lua and these lines are now present: Tried this just now. It doesn't work at all but got no errors in console nor my game crashing which usually happen when you screw up a line or two; so I assume I might be close.
The sounds are amazing, one thing though, if you listen to the start up sound in x2 slow mo it for some reason sounds better than the current one we have (in 0.15) also the old V8 engine sounds (Burnside Special, Bruckell Moonhawk, Gavril Barstow etc.) also sound better in x2 slow motion
Hey. There is a problem with playing sounds in BeamNG. All sound from the application is output through the Windows Mixer. But as is well known and proven, passing through a mixer, the sound passes through a re-formation and merges into one stream for output to a sound card. But passing through these transformations, the initial quality of sound is noticeably lost. As you know, those who love high-quality sound, listening to music, they use programs that output the sound to bypass the mixer - through ASIO or WASAPI Exlusive, which transmit it to the sound card without distortion and the sound is completely original and clear. In BeamNG sound files in FLAC format. So why not to add to BeamNG the possibility of choosing the method of sound output through WASAPI Exlusive? I think the sound quality of the motors will improve a lot. Thank.
I don't have any idea what WASAPI is, but this page seems to have pretty good information for developers who wants to know about it: http://www.thewelltemperedcomputer.com/KB/WASAPI.htm On that page it mentions something that might lower interest of using it: "However, as all that is send to the audio endpoint must match the capabilities of this device exactly, WASAPI is also more troublesome. The slightest mismatch in number of channels, bit depth or sample rate and it is silence or static." Another issue with Exclusive mode is that music player and game can't use same audio device, which would be really bad as quite many seem to have some music player going while playing. Difference between Directsound and WASAPI certainly is there with high quality samples, but it is quite small at least what I tested with music player, not sure if added audio sources would increase the difference. I would think that improving samples and dynamic playback of samples would yield much greater improvement to how engines sound, but then again I'm not pro with audio stuff, I just know what my ear likes and what it does not like
Why listen to the audiophile at the same time the quality sound of the machines in the game and the audio player?)) In addition, the audio output can be arranged to choose from in the settings, that is, who likes what, he will choose. For example, you want to plunge into the atmosphere of the game and enjoy the sounds, graphics and driving - I choose the sound output through WASAPI exclusive, if you want to play and listen to music or that other programs can be heard - I choose the standard. I don’t know about yours, but my sound is quite different when outputting via WASAPI exclusive and through a mixer. The same track in MP3 320 format via WASAPI exclusive sounds better than FLAC through Windows 7 mixer! The same goes for games. On Windows XP the same game was more pleasant to play, the sounds are better there, detailed.
There is other considerations like amount of support tickets, added complexity etc. Maybe they find it easy to add as an option, I'm all in for more diversity and options, but at the moment I'm not sure if that would actually improve sound quality of engine samples is not quite audiophile class, I4 sample for example is not sounding much of engine TBH, putting that trough high end audio system might not actually improve it, maybe even opposite! Maybe better sounds will come, then might make more sense to play them with highest quality, but right now I think engine sounds are something that sound better with speakers of monitor in some cases.