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Audio Feedback Thread

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

  1. BNG-FUN

    BNG-FUN
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    That makes sense. I was also wondering about it perhaps using something legacy with it being an older mod. I did find a few others in addition to confirming what ltntai mentioned with the train horns. Cessplane, Farming Pack, MAN truck go (at least partially) silent when the Effects/UI slider is brought to 0.

    Anyways, I guess the point I'm trying to make is if that slider is labelled "UI vol" it may not actually be limited to just the UI sounds and could cause some confusion. I'm not the expert but I wonder if there's a way to truly separate out the "UI vol" and "Effects Vol" into two different sliders? Or perhaps maybe a checkbox that enables/disables the UI sounds?

    Just some thoughts. Thanks for all that you do!
     
  2. sebaudio

    sebaudio
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    BeamNG Team

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    Hi! The UI slider should control only the volume of UI sounds, certainly not any mod sounds. Good point about splitting up "UI" volume and "SFX" volume and have two separate sliders, one for each sound group. I´ve added this to our to-do-list and we will most likely change that in a future update.
     
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  3. kyleatkinson1994

    kyleatkinson1994
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    Not sure if this has been proposed previously, so apologies ahead of time (I don't quite know how to search previous posts).
    It would be neat if a muffler or exhaust was added to vehicles to allow 'custom' tuning i.e. volume, tone, backfire, etc. I downloaded a mod not too long ago that enabled this function, it would be neat if something similar was added as a standard option from the dev team.
     
  4. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    ----------------------------------------------------------------------------------------------------------------------------------------------------------------
    We do need to update our documentation. This is already achievable.

    You can tweak the EQ and volume of the engine/exhaust sound being used in the engine.jbeam:

    --------------------------------------------------------------------------------
    "soundConfig": {
    "sampleName": "i5_engine",
    "intakeMuffling": 1,

    "mainGain": -13,
    "onLoadGain":1,
    "offLoadGain":0.52,

    "maxLoadMix": 0.75,
    "minLoadMix": 0,

    "eqLowGain": 5,
    "eqLowFreq": 500,
    "eqLowWidth": 0.2,

    "eqHighGain": 0,
    "eqHighFreq": 1000,
    "eqHighWidth": 0.1,

    "lowShelfGain":0,
    "lowShelfFreq":80,

    "highShelfGain":8,
    "highShelfFreq":2500,

    "fundamentalFrequencyCylinderCount":5,
    "eqFundamentalGain":5,
    },
    "soundConfigExhaust": {
    "sampleName": "i5_exhaust",

    "mainGain": 1,
    "onLoadGain":1,
    "offLoadGain":0.52,

    "maxLoadMix": 0.75,
    "minLoadMix": 0,

    "eqLowGain": 7,
    "eqLowFreq": 450,
    "eqLowWidth": 0.2,

    "eqHighGain": 7,
    "eqHighFreq": 1400,
    "eqHighWidth": 0.1,

    "lowShelfGain":-5,
    "lowShelfFreq":90,

    "highShelfGain":10,
    "highShelfFreq":4000,

    "fundamentalFrequencyCylinderCount":5,
    "eqFundamentalGain": -3,
    },
    --------------------------------------------------------------------------------

    You set the afterfire soundset in the engine.jeam along with the afterfire rates etc:


    --------------------------------------------------------------------------------
    The afterfire events are set in the engine jbeam. If there are more than one engine configuration, set in each.

    1. "instantAfterFireSound": "event:>Vehicle>Afterfire>"x">single",

    2. "sustainedAfterFireSound": "event:>Vehicle>Afterfire>"x">multi",

    3. "shiftAfterFireSound": "event:>Vehicle>Afterfire>"x">shift", or

    4. "shiftAfterFireSound": "event:>Vehicle>Afterfire>"x">shift_dct",
    where "x" is the engine configuration. Currently we have bespoke afterfiresoundssets for:

    • box4_xx
    • i4_xx
    • i5_xx
    • i6/v6_xx
    The trigger settings for afterfire are set in the engine jbeam:

    instant
    • "afterFireAudibleThresholdInstant": x or 500000 (default)
    • "instantAfterFireCoef": x - trigger rate
    • "instantAfterFireVolumeCoef": x - event volume
    shift (incl. DCT)
    • "afterFireAudibleThresholdShift": x or 150000 (default),
    • "shiftAfterFireVolumeCoef": x,
    sustained (this is NOT over-run and should NOT be used for anti-lag over-run - this needs to be added)
    • "afterFireAudibleThresholdSustained": x or 40000 (default),
    • "sustainedAfterFireCoef": x,
    • "sustainedAfterFireTime": x - the time within sustained over-run can play within (in seconds),
    • "sustainedAfterFireVolumeCoef": x,
    Various parts of the engine system can modifiy these settings (normally volume and trigger rate using mathematical functions such as a multiplier or addition).
    • "$*instantAfterFireCoef": x,
    • "$+instantAfterFireCoef": x.
    (note - the VolumeCoef values are related to each other, BUT the overall volume is then controlled in the exhaust with afterFireVolumeCoef )
    --------------------------------------------------------------------------------

    Control over exhaust muffling, afterfire amount (based on values in the engine jbeam), volumes are set in the exhaust.jbeam:

    --------------------------------------------------------------------------------
    {"afterFireAudioCoef":0.05,"afterFireVisualCoef":0.25, "afterFireVolumeCoef":0.7, "afterFireMufflingCoef": 0.2, "exhaustAudioMufflingCoef": 0.2, "exhaustAudioGainChange":-4}]
    1. afterFireAudioCoef = audio trigger rate. This value is multiplied against the overall total of AfterFireInstantTriggerCoef setup in x_engine.jbeam. This used to be merged with afterFireVisualCoef
    2. afterFireVisualCoef = visual trigger rate. This used to control both the audio and visual, but now just visual
    3. afterFireVolumeCoef = a simply volume control over the afterfire events in FMOD. where 0 = -21dB and 1 = 0dB
    4. afterFireMufflingCoef = controls the muffling of the afterfire where 0 = fully muffled and 1 = fully unmuffled. Rough guidelines for use would be:
      1. 0.00 = fully muffled / stock / showroom
      2. 0.25 = sport
      3. 0.50 = tuned
      4. 0.75 = race
      5. 1.00 = no exhaust
    5. exhaustAudioMufflingCoef = controls the muffling, and therefore the mix balance of the muffled/unmuffled engine rev bands, where 0 = fully muffled and 1 = fully unmuffled. Rough guidelines for use would be:
      1. 0.00 = fully muffled / stock / showroom
      2. 0.25 = sport
      3. 0.50 = tuned
      4. 0.75 = race
      5. 1.00 = no exhaust
    6. exhaustAudioGainChange = a simple volume control over the overall volume of the exhaust rev band mix with a range of 0dB to -30dB. Positive values are possible but not recommended as they will contribute to clipping/distorting the overall mix of the game.
    --------------------------------------------------------------------------------
     
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  5. MrQuiche

    MrQuiche
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    It wasn't mentioned but the Bruckell Bastion's Redtail Variant has of course multiple driving modes but those modes affect it seems like some sort of valves in the exhaust, by that i mean that for example the caged mode has the sound really made to be enjoyable for like a long trip to vacation but the savage one is horrible if u wanna cruise, it's so loud. That little detail is so good and i don't think it was ever on any other car, comfort for example is louder than caged but still somewhat not disturbing when driving, it's like the mode where you can drive but if you floor it or give it a bit of gas you know you have something strong under your feet, maybe a dev can clarify if this is new or something
     
  6. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

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    It's actually not new :) All the cars using the modern driving modes (SBR4, ETK K, ETK 800, Vivace, Bastion) use this to some extend :)
     
    • Agree Agree x 3
  7. MrQuiche

    MrQuiche
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    Oooh my bad i guess, didn't really noticed it on those cars i guess, well on this Bastion variant it's very noticeable but the caged mode is definetly new so i'm sure someone at the audio team worked on some kind of valve system and it was implemented sneaky bikky in 0.24.1 :rolleyes:
     
  8. FFIVGUY

    FFIVGUY
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    The blend file system is not working for sounds that are not in .BANK files
     
  9. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    I've just loaded up a few mods and they all appear to be working. More detail please?
     
  10. FFIVGUY

    FFIVGUY
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    All mods are disabled.
    Note: The V3_Exhaust is an engine sound that I made in fl studio and recorded the samples for beamng.
    2021-12-2813.png
    And do you know of any other programs that can do stuff like this?
     
  11. TDK

    TDK
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    FLIT KILLS MOTHS
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    OK - thanks. Of course, it works for me as we don't use the zip file which is where these sounds reside in the release version of the game. Will raise this in our dev chat, thanks.

    Stuff like what exactly, there's a lot of different things on that fruity loops screen.
     
    #831 TDK, Jan 10, 2022
    Last edited: Jan 10, 2022
  12. FFIVGUY

    FFIVGUY
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    I reinstalled the dame and it seemed to fix it.

    I mean like as far as the sampler and the piano roll. Taking a sample like that and making an engine sound out of it.
     
  13. TDK

    TDK
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    FLIT KILLS MOTHS
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    Ah right, ok thanks for letting me know.

    Well most modern DAW's (digital audio workstations) have samplers and piano roll editing built in. The one I use, Cubase, has all of that..... but considering that a decent engine sound is going to need multiple samples at different pitches so sound realistic, this wouldn't be a very easy way of going about things imo.
     
  14. FFIVGUY

    FFIVGUY
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    Yeah, I like the piano roll because you get built in formant preservation, but as you start to move the notes down the piano roll, it gets this weird reverb sort of sound when the tempo (rpm) is increased.
     
  15. Bauer33333

    Bauer33333
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    Since some of the last 0.24 updates the engine sounds on a lot of older vehicle mods stopped working, tire sounds and everything else is fine.
    All those vehicles show this in the console but nothing more:
    sound.png W libbeamng.combustionEngine.initSounds Disabling new Sounds, found old custom engine sounds...

    Since this happens mostly on old mods I don't know if it is worth fixing but it seems to affect quite a lot of them.

    There are youtube videos with people having the same issue, e.g. on the MAN TGS so it doesn't seem to be caused by my setup but rather a game issue

    Edit: I just saw that the posts above could be about the same issue
     
    #835 Bauer33333, Jan 10, 2022
    Last edited: Jan 10, 2022
  16. Agent_Y

    Agent_Y
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    The MAN is just really quiet, I don't have any sound issues myself, try reinstalling the game
     
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  17. SKB

    SKB
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    iirc the engine sound of the MAN was tied to the Effects slider, which, now has been changed a bit due to the UI update, this might be an issue for other older mods, I'm not completely sure.
    And, the MANs getting a revamp soon, so hopefully it's better (kreichbaum sounds ftw)
     
    • Agree Agree x 1
  18. Agent_Y

    Agent_Y
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    No that was another mod that had it tied to that slider, it was some plane mod. The MAN was always really quiet regardless.
     
  19. SKB

    SKB
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    Yeah, and also, the sound used to move to the right side the faster you went, that was real weird :p
     
  20. Bauer33333

    Bauer33333
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    You were absolutely right, it was the effects slider.
    Thank you so much, now I can finally enjoy my BTR and MAN again.

    Maybe as a suggestion to add a new slider that only affects the menu sounds, the current one seems to affect all mods that show the message in the console I posted previously, as well.
     
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    • Agree Agree x 1
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