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Audio Feedback Thread

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

  1. SKB

    SKB
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    Too much tire squeal reminds me of need for Speed carbon.. god the tire noise in that was a mess.......


    OT: I noticed that too but didn't feel any issues... (Probably coz I don't drive much irl)
     
  2. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    @fufsgfen - it's simply because the squeal does not play at full volume when it is just starting to happen - so the sounds are being hidden by the powertrain. The louder the vehicle, the worse the problem, and vice versa with quieter vehicles. I can of course look at the curves again, but it needs to be approved by Corey. I'll mention this to him.

    Overhill Gardens was my address when I wrote whichever tracker module you looked at. Janet was my first girlfriend. Moths are killed by Flit - https://www.flitkillsmoths.co.uk/ :D
     
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  3. Unster

    Unster
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    I mentioned this some years ago, but any chance some of the engine idle sounds could be brought up in volume? The t-series for example is pretty loud when it's accelerating, but at idle it seems unrealistically quiet.
     
  4. fufsgfen

    fufsgfen
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    I have 6 headphones and 3 different audio outputs from one of computers, testing with all different combinations I can find huge differences how sound are produced, your task is challenging as there is quite many different options in whole world than there is in my gaming room.

    So it would be logical to think that some sort of adjustment slider to Audio options might also help with the challenge, like AC has such option, but of course nothing is quite so simple.

    Alone realism vs gameplay debate is something not so easy to settle right, but adding more complexity to options/software can be even more challenging.

    You have more than 30 years of experience from providing fun and enjoyment to people's ears, that is really incredible, that is lot of life and it is fun to see how this all shapes up. Those messages of young TDK are of course important part of your history too, it is 'Mark' in history, your hobby and work has shaped our gaming experiences and such way you have shaped whole culture, that is something to be respected greatly.

    Just think all of us thousands you have given so much in games and music, it is certainly something to be proud of and at least I thank you from doing all this to our culture :)
     
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  5. TDK

    TDK
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    I did have a fiddle with this last month, so see what you think.
    --- Post updated ---
    I 100% agree. My ticket for audio options/volume sliders was raised over 18 months ago. Not everyone agrees with having them unfortunately. Indeed, I did the sound for SRX: The Game a couple of months ago and we added a load of sliders for that which the previous game they did (not with me) didn't have them and the community appeared to be quite happy to have the choice. I feel another discussion on this needs to be had quite soon ;)

    It's not an easy one - in fact skids and surfaces have been the most problematic for me here because of all the flexibility, the quiet vehicles, the loud ones and then I made it more difficult for myself by trying to make tire properties also affect the surface audio, haha... but it was worth it. Just trying to keep on top of it when everything else is constantly evolving can be quite hard sometimes - so stuff does get missed, stuff gets forgotten, which is why the community are so helpful :)

    I did speak to Corey and generally he's happy........ generally. He's not quite such a fan of the grippy race tires where he agrees the audio appears to be coming in late, but he thinks that's to do with the grip values of the tire. He's made a mental note, but is really busy on other stuff atm.

    And thank you so much for your kind works. I wouldn't have it any other way. Music... sound... has been an utter joy for me, for pretty much my entire life, and I'm so lucky to have managed to make a career. I do look at the industry now and wonder whether I could have got in to it the way it is now, and I'm not so sure, so it was right place/right time. I do need to do something to celebrate my 30 years in games though, that's in just less than 18 months time now.

    Cheers,

    the 'old' one ;)
     
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  6. JZStudios

    JZStudios
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    Don't you take poor Marty's title.
     
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  7. TDK

    TDK
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    I 100% agree. My ticket for audio options/volume sliders was raised over 18 months ago. Not everyone agrees with having them unfortunately. Indeed, I did the sound for SRX: The Game a couple of months ago and we added a load of sliders for that which the previous game they did (not with me) didn't have them and the community appeared to be quite happy to have the choice. I feel another discussion on this needs to be had quite soon ;)

    It's not an easy one - in fact skids and surfaces have been the most problematic for me here because of all the flexibility, the quiet vehicles, the loud ones and then I made it more difficult for myself by trying to make tire properties also affect the surface audio, haha... but it was worth it. Just trying to keep on top of it when everything else is constantly evolving can be quite hard sometimes - so stuff does get missed, stuff gets forgotten, which is why the community are so helpful :)

    I did speak to Corey and generally he's happy........ generally. He's not quite such a fan of the grippy race tires where he agrees the audio appears to be coming in late, but he thinks that's to do with the grip values of the tire. He's made a mental note, but is really busy on other stuff atm.

    And thank you so much for your kind works. I wouldn't have it any other way. Music... sound... has been an utter joy for me, for pretty much my entire life, and I'm so lucky to have managed to make a career. I do look at the industry now and wonder whether I could have got in to it the way it is now, and I'm not so sure, so it was right place/right time. I do need to do something to celebrate my 30 years in games though, that's in just less than 18 months time now.

    Cheers,

    the 'old' one ;)
    Haha - that's true :D
     
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  8. Unster

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    I guess some of the idle sounds are better now, but they could still be louder. On some like the old Pessima, the idle seems in proportion to the revving sounds. On others like the Moonhawk or the T-series, the idle could be louder. The engine starting sounds are a lot louder than idle on all.
     
  9. TDK

    TDK
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    Can you wait until the next update and then get back to me please. What you are hearing, and what I'm hearing has 3 months of development and tweaking between us. More than happy to look at investigate this after the next release :)
     
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  10. JZStudios

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    Just as a general question, the team used to do a lot of teasers on the forum which seems to have now shifter over to twitter for the last few updates. Why is that? Can you tease the newer audio or no?
     
  11. TDK

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    No idea. Maybe to get more reach to potential new players perhaps.

    We don't generally tease the audio though.
     
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  12. FFIVGUY

    FFIVGUY
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    I notice that with these engine sound there is a good amount of bass at the low end and the idles sound good, but as I rev higher it seems to loose that bassienes especially the V8_cross_exhaust
    I also notice the some of the exhausts sound better when there is more minLoadMix than maxLoadMix (I3_exhaust, I3_2_exhaust, I4_3_exhaust, I5_exhaust and I6D_2_exhaust0
    Is it just me or do some engine sounds sound not clear/muddy/mushy?
    I noticed that the most of the engines sound better than the exhausts? And is there a way to make the exhausts sound better, and would there be possible to something like at cam-profile that effects the entire rpm range?
     
    #652 FFIVGUY, Jun 18, 2021
    Last edited: Jun 18, 2021
  13. Unster

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    No problem. From your previous post it sounded like the sound changes were already in the last update and you wanted me to check them out.
     
  14. Plymouth Superbird 1970

    Plymouth Superbird 1970
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    New to this thread so I'm not sure if this is an appropriate request but I think there should be a bit more v8 sound diversity. I wish there was more of a bassy tone to crossplane engines especially at low rpm. And a good example to look at I think is the idles of the Oldsmobile Cutlass mod for beamng. It's really hard to describe sound but the best way to explain it is the idle speed is fine for crossplane v8, consistent, but it sounds a bit too smooth for a crossplane. Sorry for the poor description but it's the best I could do.
     
  15. TDK

    TDK
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    I think it would be a fair comment to say we ALL want better engine/exhaust sounds (most of the sounds we are licencing are shockingly bad at high RPM), and we have ongoing discussions as to how to approach this.

    With the modular nature of the game, and the expectation that changes to the vehicle powertrain setup should (rightly) introduce changes to the audio, it's not as simply as just grabbing new recordings.
     
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  16. Plymouth Superbird 1970

    Plymouth Superbird 1970
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    I understand. The video and examples I provided were not intended to be perceived as sources but rather examples of how the sound should be. Thank you for the brief reply :)
     
  17. ARES IV

    ARES IV
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    It would be really nice to have indiviudal sliders for different audio sources. Especially engines/motors.

    I am playing on a gaming laptop and when the game runs the fans are getting not so silent anymore. For ICE vehicles that isnt that bad, those engines are more than loud enough to be heard above the fans. But with EVs, it makes it very difficult to judge current vehicle speed by audio because you - realistically - dont hear much. Spirited driving in an EV in BeamNG makes me only hear the screeching of the tires and the Laptop fans because the motor sound is - very quiet.

    Also an slider for wind noises would be cool so that your can enjoy the sounds of the car without so much wind noise at higher speeds.
     
  18. Sithhy™

    Sithhy™
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    How difficult would it be to implement an audio system akin to that found in Live For Speed? You get to draw a few sliders around & can create any engine sound you would want. Obviously it might sound a little bit artificial, but I think it would give you more flexibility & imagination for engine sounds than just relying on audio samples from a 3rd party supplier
     
  19. FFIVGUY

    FFIVGUY
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    This would also entail some sort of formant preservation to be present to make it actually sound realistic
     
  20. JZStudios

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    Just seems weird that I don't use twitter and even though I'm on the official forum I have no idea what's happening with the game.

    I would say true, but then again the audio has only started getting more attention recently and there was definitely teases for new engine audio, surfaces, and foley effects. But I guess you don't really have a say in it.
     
    • Agree Agree x 2
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