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Audio Feedback Thread

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

  1. SKB

    SKB
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    Also, should the hopper soft top and the hopper classic (willys jeep styled one) have basically no sound deadening since it literally has no roof?
    It sounds like your in a hardtop even though there isn't any roof.
     
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  2. den_chik

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    They promised it feature in future.
     
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  3. Sithhy™

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    These things may possibly come once we get audio raytracing done in the game
     
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  4. Acrain7

    Acrain7
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    "done in game" as in it's WIP currently, or a concept for the future?
     
  5. Elving

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    Awesome job with the new sounds! I really like the new tire sounds when driving on gravel! Is there a way to adjust the volume for the tire-gravel sound alone? If I wanted to raise the volume of that sound effect, would that be possible?
    Again, thanks for your wonderful work :)
     
  6. TDK

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    Yes there is a lot of work still to be done on the whole damage system.

    cabin muffling in general, yep - have a read through this thread - you;'ll probably see it's my no.1 issue ;)
    --- Post updated ---
    The way the system now works, larger, wider tyres will increase the volume bit, else just use a vehicle with a quieter engine. Anyone driving a 1.8 Sunburst would ask me to turn the gravel down as it's 'too loud'.

    These things are still getting balanced (and probably always will be), but we have to take all that stuff in to account.
     
    #626 TDK, Apr 22, 2021
    Last edited: Apr 22, 2021
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  7. BMF

    BMF
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    Cabin sounds muffling now is well done.
     
  8. Acrain7

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    Does tire pressure have any effect on the audio system?
     
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  9. TDK

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    Nope. Contact patch, width, profile, tread depth, softness, volume of air are used in the roll/skid audio system now though.
     
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  10. In_Whiskey

    In_Whiskey
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    Hello

    Currently i maked a i4 VTEC engine, but the sound is not perfect (i use factory sounds).
    The sound config has a muffling line.

    "sampleName": "I4_2_engine",
    "intakeMuffling": 1,
    ...
    I need different muffling value at different rpm's for example 0.3 under 5000rpm, and 1.0 over 5000rpm, VTEC kick in. :) is there any way to solve this?
    And second problem with stock sound's it's has very loud sub frequencies at high rpm, but if i reduce the low frequencies, it's affect all of rpm range.

    I try to find instructios for audio config, but nothing.

    And what is "fundamental" sound?
     
    #630 In_Whiskey, Apr 22, 2021
    Last edited: Apr 22, 2021
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  11. Olrosse

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    Alright, sooo, i take back what i said about modern RX cars not detonating as much, must have forgotten it from the previous time i was at holjes as this car was most likely there.. hehe

    Such a cool video from an audio lovers perspective that i had to share it, its got a good mix of distance, reverb and loud pops and bangs, hopefully the ray tracing can get beam just a little closer to that,

    https://www.instagram.com/p/CN7fetzpmSJ/?igshid=14onxwu3yzvmk

    Also with the headphone mix, do you have any plans on 3d/hrtf audio?
     
  12. TDK

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    I'm afraid I have limited knowledge of the old audio system, but the muffling can only be set for the entire engine sound, you can't modify the value by RPM. It's actually a really a good idea though!

    As for sub frequencies of the i4_2 at high RPM, you mean ultra-low frequencies? - this isn't something I've noticed on my Neumann speaker system. Take the 7992RPM sample, for sure there is some low frequencies down to around 67hz but certainly no sub-harmonic frequencies.

    A fundimental frequency is simply the 'main' audio frequency of a sound. So again, taking the 7992RPM sample as an example, the fundimental frequency is, as it's a 4 cylinder engine, - 7992 / 60 / 2 * 4 = 266.4hz
    --- Post updated ---
    Yep, that's the aim. Very cool!

    HRTF - at some point, yes, but I don't have a timescale for that.
     
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  13. SKB

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    @TDK is there any way to be able to direct the sound into one direction? Similar to the spot light effect?
    Might be able to use that for in car audio stuff..
    Since, there is a stereo system mod, which works pretty good at the moment


    Imagine someone made the new escalade.. speakers everywhere..
     
  14. In_Whiskey

    In_Whiskey
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    "As for sub frequencies of the i4_2 at high RPM, you mean ultra-low frequencies? - this isn't something I've noticed on my Neumann speaker system. Take the 7992RPM sample, for sure there is some low frequencies down to around 67hz but certainly no sub-harmonic frequencies."

    You hear in the video what i mean. On idle and lower rpm's i miss the "bass", but if i not limited the frequencies under 70Hz, my brain has some damage on high rpm. :)

    But really, the i4 engine only has a 66Hz signal at 8k rpm, i dont check the spectrum before. :) So my problem is the common EQ for all RPM and the muffling off course. :)

    And you say a interesting thing, the current audio system is old, and maybe you're working on a new system? :)
     

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  15. Acrain7

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    Audio raytracing has been previously mentioned- will this allow sound to "bounce" off of the vehicle itself, as well as nearby vehicles, and even the map?

    Audio raytracing actually sounds like a much easier way of muffling the cockpit than the current solution- at least, if you plan on having the re3moval and addition of every part effect the audio. (since the audio source is localized, and the rays are bouncing from that source to the nodes along the car, which then presumably bounces them back, i assume that the removal or positional change of nodes would cause the sound to either bounce back from a different trajectory or not bounce back at all, which i also assume would make muffling on-the-fly much easier since it would be a simple case of the more the sound bounces off the more muffled it becomes in that trajectory.)
    Everything i said could be completely wrong and if so please correct me- I love learning about the technical side of development like this :p
     
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  16. Olrosse

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    Another question on the ray tracing, is it planned to then have coltriss values for sound dampening and reflection? Preferably per side so if one side is hard metal while the other is interior and such you wouldn't need to double the coltriss for it to be accurate
     
  17. TDK

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    Yes, each audio emitter (the entity that this placed in 3D where the sound comes from) has a direction, and then we can do things like eq or reduce the volume at particular angles. So whilst you would not mute the sound being, you would muffle it and drop the volume.

    Imagine then opening a window, and the clear sound is reflected from inside the cabin out of the window... or as you open the door you hear the clearer sound coming through.

    But - this is really low priority right now, but our ultimate goal is to simulate everything we possibly can, as well as we can.
    I don't know what a coltress value is, but for sure - for a reflection system to be accurate it needs to have an understanding of the type of material the sound waves are colliding with, and ultimately how much of the sound is absorbed and how much at which frequencies. But.. we do things in stages. Lets get that basic reflections system first...

    To be honest, this is computationally expensive stuff. Whilst there are things you CAN do from a performance point of view we may not do something if it impacts too greatly on the physics engine etc.
    --- Post updated ---
    Ultimately, reflections shouldn't care about what the object it, just that it is there and it is made of a material etc. so map, vehicle, it doesn't matter.

    The current approach for the cabin filter is a nasty hack, and we all hate it. We've not fixed it because fixing it involves more hacks at this stage, and then you get hack upon hack upon hack. What you say sounds right to me, although probably needs some kind of optimisation to limit where the rays bounce to. Muffling, or rather EQ, volume and direction of the rays all make part of how the reflections will work, I'm not a programmer either so I'm purely speculating.
    --- Post updated ---
    That sounds all correct to me. There are lower frequencies than the fundamental, with all of the samples, but they are not as strong. To be honest, all of the engines will have different resonant frequencies across the frequency range.

    For you, you are moving a simple low shelf EQ which affects everything under a certain frequency - so consider it an overall bass controller for the engine sound as a whole. What you CAN'T do, which I 'think' is what you WANT to do, is move that EQ in line with RPM - this is not an unreasonable requestion to be fair. We can discuss this for sure.
     
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  18. Elving

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    Yeah I totally get that :) And I really appreciate the fact that this feature was even added in the first place. I am very grateful :) I guess what I´m asking is, if there is a way for me to change the levels of the sounds? (Tires on gravel roads for instance) Or is that within the base code of the game?

    This game as come so far, when you think about the first demo all those years ago. Really amazing job!
     
  19. TDK

    TDK
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    Thanks!

    The actual audio setup of most of these things is split between done within a core game files, and the FMOD middleware audio editor. We do not allow mods to be published on our repo which alter the core game files, and whilst we are looking into supporting mods with FMOD, you won't be able to alter the published audio setup (you will of course be able to that setup using the modding template, which you can set up volumes to your own sounds however you like).
     
    #639 TDK, Apr 27, 2021
    Last edited: Apr 27, 2021
  20. fufsgfen

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    @TDK is there technical reason for tire squeal to start so late?

    What I mean is that with SBR4 TTB I'm usually starting to pick up some tire squealing when Wheels debug app is showing around 20% of sliding of tire nodes, which is bit late for sound to give audible feedback for the driver to make corrections.

    With Civetta Bolide I think it is 40% slip before I can pick up sound and by then car is lost case, so faster driving needs eyes on wheels debug app to make any corrections on time.

    This used to be much worse in version 19 of the game I believe, 22 certainly improved it, but I would think that this is key reason why some people complain about understeer or tire physics of the game as compared to Assetto Corsa for example audible feedback of sliding is twice as much slip required in Beamng.

    I have though it being related to unwanted noises under normal driving and nodes always sliding bit more, but this is one of the key issues with faster driving with the game for me at least.

    I do understand interest to avoid Automobilista 1 effect of course, where tires are howling trough all the corners.

    Something I saw in a song, maybe there was a story? Overhill Gardens, Janet, moths :0
     
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