for some reason i was under the impression that it had a 600cc i4 option, based on a motorbike engine. looking back, it is an i3, my mistake.
the 6.0l diesel for the D-series doesn't have that grunt that a normal Diesel pickup has. this is from a 7.3l IDI yes, but most diesel pickups sound the same under the same make
Just to let you know what we've done for the next hotfix: We have moved to the FMOD real world roll off to control how sounds decrease in volume based on inverse proportional law - https://en.wikipedia.org/wiki/Sound_pressure#Inverse-proportional_law Not many games do this as it happens, but since this is a simulation, we are attempting to try and make it sound as in real life, even though the dynamic range of any users sound system cannot come close to replicating this. Therefore, we have made some adjustments to compensate for this in some areas, as many people have highlighted in their feedback since the release on Friday. We are still using this roll off, but have added an adjustment curve which keeps a bit more volume over distance. This has also been added to the collisions sounds, and can be added to other areas where we consider it necessary. There is also now a small adjustment curve on the unmuffled exhausts, so these will travel a little bit further than a muffled exhaust. We can't go mad here because we have to work within the structure of the audio project that has already been set, so we don't start breaking the mods already made for the game. Finally, we've put an audio compressor on the main outputs to bring the sound in a little. In the future, we'll be creating a mastering process to hook in to the main outputs, which will then allow us to create presets for different audio systems, headphones etc... and a night mode which limits the dynamic range of the audio volume so the player can reduce the volume of their audio system and still hear everything, be it loud or quiet sounds. --- Post updated --- Ahh, Ruud - I've been working with him on and off over the past, um, 7 years I guess. He works at a simulator company who I do a few bits and pieces for. Nice guy.
I imagine getting realistic sound travel is hard. Obviously irl car crashes, straight piped civics, etc, are audible for miles, but you don't want to blow out everyone's speakers to manage that in game. Holding volume drop off for a certain range is probably the best way to manage that. And great work so far, the new reverb and sounds are better than ever.
Yeah, it's all a compromise at the moment. For example, we have one cabin filter for all vehicle types. I've taken the decision to make this more like a modern stock showroom car now, which of course means it is wrong for vintage, race, buses etc. etc. but we'll find a solution. As I mentioned, our hands get tied because of the need to support mods which may be 3/4/5 years old, but we're doing what we can to work around this (rather large) issue.
Those old mod would be using sbeam sounds instead of Fmod I believe, then there was even older ones which use only single sample. Mods using Fmod are about 1-2 year old, but would those work fine with more dramatic changes and pre Fmod mods would not work?
Not quite, because even though Beam has been using FMOD for however long, it's been feeding the old engine sounds through a plugin. We've got new engine sounds now within FMOD, and balance the game to those, potentially putting the older engines out of balance... then we work to improve that.... and we go around in circles
I feel some pain, it feels horrible Hopefully you can find solutions that don't require too much running in circles
It seems like defaulting to the old car sound engine, and only using the other system if you add a line to the body or something that says "enableAdvancesSamples": true, but I'm not much of a programmer, and that feels like a recipe for conflicts. I have faith you'll figure out something though, you've done great work so far.
Well, I think that the development of the game should not be stopped because of some mods. I, and I think other modders as well, would gladly update our mods in case they break because you add a new feature to the game which improves the game(and therefore our mods to be selfish). By modding a game like this, you accept the fact that anything can break anytime because of an update. Of course, mod support is nice but I don't think it should stop you from making the base game
I completely agree with you, this game is early access and therefore everything is subject to change. I think it's well worth sacrificing some mods in order to make some significant improvements. Don't get me wrong, I think it's great that the devs always try their hardest to support old mods, but I think in this case it is well worth the change Plus who still uses old mods that haven't been updated for years anyway?
Maybe there could be certain time in future which point it is known that mods using certain older ways will be broken, that could allow time for updating and adapting. It is not only audio part where support for older mod is making progress difficult, so that brings thoughts that maybe there could be guaranteed breaking point set to future that could allow more progress than trying to prevent mod breaking. Usually mods still can be partly broken by updates even developers are doing their best to keep support for old ones. Probably it is not quite that easy though, there often is more variables than one can figure out there being
I liked the old Barstow V8 sound better, had more grit and energy which I think was pretty fitting to the car. The new sound is underwhelming and hissy (and I'm not talking about supercharger whine). Lower revs (<2k RPM) don't have any character and frankly don't sound like an engine with lots of displacement (I'm expecting some blubber and not just push-rod/valve clicking), and higher (>3k RPM) revs aren't as much of a riot anymore as they used to be. D-Series/Roamer and Grand Marshal now have the same engine sound as the Barstow V8 and while I think it works better for them than the Barstow I'd still like to hear more character out of them, especially in the Grand Marshal. Hearing these big engined cars produce big sounds was a significant part of the fun of driving them to me and I hope we can get back there with future updates :—)
@TDK I'll give you whatever you want in order to break mod support!! =D On a slightly more serious note: how involved is it to have a check box, "realistic updated sound mode" or "outdated sound mode." Because as mentioned. . nothing better than a tinny sounding lawn mower covet from a mile away! Let alone a strait piped Moonhawk heavy on the gas!
I'm curious as to what the 5.1 support actually is, maybe I just didn't notice the game was stereo before or? The audio wasn't great but I feel like it had more than stereo... Then again, any time I play a "racing" game with surround I barely notice it since most sound comes from the engine at the front. Only Dirt really makes me notice the surrounds.
I certainly noticed a lack of 5.1 before! I suppose it's because I was constantly playing with a high number of vehicles, so exposed to multiple vehicles all around, "my ears." =D
Surround - if you play in bumper or cabin cam you're appreciate the sound around you more now since (for a lot of vehicles) the engine will be at the front, the exhaust will be at the back, and the tyres will be around you. Ambience will be in 3D space etc. etc. As for engine sounds - as you know, we have a pretty small library of licensed sounds previously, and now we've invested in the sounds created for the automation game plus a few others.... but.... we are not recording our own sounds, so we have access to what ever third parties can offer, and then see whether that works for us.
After playing the game it is more noticeable. I just thought it wasn't very good before. Assetto Corsa had "surround sound" support for a long time, but it was absolutely terrible until they figured out how FMOD works. My only issue now is the game is VERY quiet compared the standard volume level of everything else on my PC.