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Audio Feedback Thread

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

  1. Confused_Deer43

    Confused_Deer43
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    Oh I'd be very interested to read about what your plans are with the sounds when you're able to talk about that!
     
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  2. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    Yeah for sure, I don't think you're the only one.. but realistically... it's a long way off.
     
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  3. FFIVGUY

    FFIVGUY
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    Like 0.50? LOL
     
  4. Safthof

    Safthof
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  5. Kolas

    Kolas
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    These were the sudden pitch change of the tire sound i was talking about:
    FWD 0:11-0:21, 0:26-0:39,
    RWD 0:53-0:59, 1:12-1:24, 1:28-1:45
     
  6. SKB

    SKB
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    That's probably because your wheelspeed changes when you're on throttle andnoff throttle, hence the frequency/pitch of the sound changes. Wheelspeed changes, so does the tire screech noise
     
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  7. Kolas

    Kolas
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    What i was trying to say is not entirely about wheel speed but the pitch of it switches suddenly (feels like) via throttle pedal, instead of blending.
     
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  8. TDK

    TDK
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    FLIT KILLS MOTHS
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    Thanks for taking the time to make the videos - fully understood! SKB is totally correct here - you are going from fully on throttle, to fully off throttle and hence there is a strong instant change in load going through the tyres. Would I be right in saying you're using a controller? We tend to do a lot more on/off with the controller than the more gentle feathering we do with pedals.

    I'm not sure how to improve this without compromising the overall sound of the skidding. For sure, I think there are still general improvements to be made to the skid/roll system, but it's a very delicate area to work with now. It is driven entirely off the physics system, with me trying to interpret and manipulate those numbers into something that works for sound - so making one change affects everything. We're 'generally' happy with how the skids are sounding - especially when using wheel and pedals, and as soon as you change something, it changes everything - spins, slides everything (back when I was working on the Codemasters games, we had different triggers for different skid types but here, you are either skidding or not and its for us to work out the type of skid through the values we get).

    I take this fully on board, and will see what I can do, but I really can't promise an improvement which doesn't make something else to do with skidding sound worse - and then I have to decide which is more important to sound right - the only things I can think of at the moment would introduce more latency, which I've tried hard to reduce.. and again, I think pedals would suffer more for this.
    --- Post updated ---
    HAHA - damn you!!! :D
     
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  9. NOCARGO

    NOCARGO
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    I don't really have a problem with how skid sounds act, I do use pedals though, but I would love have a transition sound before the skid sound really goes 'eeee !!". Because in reality the tires make this rubbing and scratching sound before they 'say eeee'. I have this problem particularly when I'm taking tight turns at slow speed and also when I downshift to 1st while still rolling. When I do that I immediately get the full skid noise which doesn't really corresponds with what it really should sound like. This could be rather due the tire physics model than to the sounds assigned to them of course :)
     
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  10. SKB

    SKB
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    Ye, the tires do a scrubbing sound before they go (and I quote) "eeeeeeee" irl. Needs an improvement. But it can wait imo.
     
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  11. TDK

    TDK
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    FLIT KILLS MOTHS
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    Ahh right - you're talking about scrubbing.. OK, that makes sense. Yes, that's not a physics issue, that's a design decision (or flaw). We've gone through this a number of times with the handling guys, to try and get something which isn't silly, but does give you feedback that you're about to lose control. So I think there are some people who prefer more feedback and some who prefer more realism.

    I'm happy to discuss this further and get as much community feedback on this as I can... but I won't be at the computer for a few days now, but keep the comments coming and I'll address them when I'm back :)
     
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  12. FFIVGUY

    FFIVGUY
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    Are we going to ever have that tire sound you get when you turn the steering wheel and the tires rub against the ground?
     
  13. SKB

    SKB
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    This is probably doable, but then, you're gonna have to record the sounds for almost all sorts of surfaces
     
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  14. FFIVGUY

    FFIVGUY
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    What is the B4_3_Exhaust?
     
  15. Sithhy™

    Sithhy™
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    Exhaust audio sample for a third variant of the Boxer-4 :confused:
     
  16. FFIVGUY

    FFIVGUY
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    I know that, lol but it sounds like the 0.10 one
     
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  17. fufsgfen

    fufsgfen
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    Yes, I did watch old video of me driving on race track IRL, recording had quite nicely audible tire sounds and this is how I would describe it working.

    On straight I get that tire hum, normal tire noise, when cornering tires get loaded and noise becomes louder/stronger, then it transforms to scrubbing and then transforms to skidding, it is very smooth transition.





    However in games we usually have just tire squeal though, tires slide and they make noises, currently BeamNG tire sounds are best they have ever been, imo.
    Now at least we get to hear if tires are starting to slide as (street) tires usually do make quite bit of noise before they start to loose traction.

    So way to get realism and feedback both, my guess is that if there would be useful way to get tire hum to strengthen with tire load increase and then to get it to transition from scrubbing to squealing, that would certainly be incredible, but I'm not sure if there is enough data possible to extract from nodes flinging and sliding around.
    Unlike with some other games, where you simply just use the wonderfully predictable fake values, in BeamNG physics happen and I can see how easily it can end up being totally ridiculous.

    Even now, when you have gravel patches on paved road, where you sink into gravel a bit, you get tire squealing as you enter to patch and exit the patch.
    Also bushes etc. can cause tire squeal as any rubbery node that is sliding trough a surface is making squealing sound, if you are on paved road and other tire nodes not touching the paved road rub something, you get paved road squealing and that might be somewhat challenging to prevent.

    If tire loading and scrubbing sound things are added, what will then happen in above situations, you drive into mud and you get orchestra of random tire sounds happening?

    I think that Assetto Corsa has best balance of information and tire 'sounding' of all the sims, not the most realistic sounding tires for certain, but general feel you get from the car trough tire sounds is what they have got pretty close, I think.
    Current version of BeamNG I would place 2nd on list, then comes the rest.
     
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  18. FFIVGUY

    FFIVGUY
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    How come when you hit the brakes you get that high pitch squeak that usually happens when you need new brakes
     
  19. fufsgfen

    fufsgfen
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    I think that is a thing with a race brakes, it also is dependent of temperature I guess.
     
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  20. TDK

    TDK
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    I've looked at trying to do this, but haven't had any luck. The scrub values I get are virtually non-existent and changing the overall system to compensate then compromises other aspects of the roll/skid system.

    With a loose surface, IRL you're hearing the sound of the gravel (as an example) rather the sound of the tyre... so the BeamNG way of doing this would be to make the gravel particles make the sound, not the tyre.... which certainly is not going to happen.

    Anyway, what you're asking for is implanted in my little brain now, so perhaps I'll have a revelation for a fix it at some point.
    --- Post updated ---
    Mmm ok, we 'should' have that as we have a pressure value on the tyre/surface contact patch which increases volume... perhaps I've broken it... I hope not, it's all quite delicate.... :D
    --- Post updated ---
    Loose surface depth is actually something I'm going to be looking at. I need to do some reworking of the current system to free up an RTPC (real time parameter controller - for game performance reasons we only have 4 per sound event, for many games they have an unlimited number) and then I can start looking at this. The problem is probably more likely that the texture is tagged as asphalt as that's where sound gets the material definition from.
    --- Post updated ---
    It's all rather challenging as our tyre system is wonderfully complex ;)
     
    #740 TDK, Aug 23, 2021
    Last edited: Sep 29, 2021
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