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Audio Feedback Thread

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

  1. CrashHard

    CrashHard
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    Just have to say I really like the new Improved scrape sounds, the metal squeals, it fits so well and adds so much.
    Are there any plans to have a heavy scraping sound for if some heavy metal part of the car is dragging on the ground, Like the frame or chassis, or an axle ?
     
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  2. combatwombat96

    combatwombat96
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    So does anyone think the current starter motor sound for all the classic V8's (barring the Burnside of course) sound like there on ancient six volt systems?
    Maybe if the sound is just sped up a little it'll sound a bit more realistic. Not to mention i dont think they should all share the exact same sound either, would it be out of the question to make various pitch and tone (not really an audiophile so i dont know the correct terminology) changes between vehicles ?
     
  3. sebaudio

    sebaudio
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    BeamNG Team

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    I´m glad you like the improved scrape sounds! The scrape system is currently shared across all cars and there are only two sound events playing - either a metal or a plastic scrape. As with skid sounds for example, which are also shared across all cars, it´s all about finding that right compromise. There are various physics parameters driving the scrape system: surface type, energy, velocity and force. Theoretically, I could further increase the volume, or trigger different "big scrape" sound files for higher force values. However, I fear that this will have a negative side effect in other gameplay moments. I´ll keep your feedback in the back of my head though, in audio we tend to do little tweaks and adjustment with every update across all systems.
     
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  4. sebaudio

    sebaudio
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    BeamNG Team

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    Thanks for the feedback! We are currently looking into generating new engine sounds ourselves, and that will probably require an overhaul of the starter and shutoff sounds too. I don´t think changing the speed of the existing ones to make them sound more realistic is a good idea, but we certainly can change the source sounds, or add additional starters for more varierty.
     
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  5. combatwombat96

    combatwombat96
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    Oh sorry i mis-wrote, what i meant to say was changing the sound, tones, and pitches of the starter motors themselves, not the engine. Those are currently fine and a huge improvement of what they used to be
     
  6. Andyy

    Andyy
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    I don't know if this has been mentioned, but the radiator fan noise seems to be missing since 0.25. Tested in safe mode.
     
  7. Agent_Y

    Agent_Y
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    Turbo sound on H-Series is also missing
     
  8. sebaudio

    sebaudio
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    BeamNG Team

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    Thanks for the hint! We found the root of this issue and are working on a fix.
     
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  9. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    It is there - it's just not a very powerful turbo really. Maybe using the whistle is a bad idea and I should put a generic spindle back on it instead - that'll cut through better I think.
     
  10. TDK

    TDK
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    FLIT KILLS MOTHS
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    On second thoughts, I'll leave it.. as the balance against more powerful turbos is fine I think.
     
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  11. Agent_Y

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    It's not there for me at all and shows a bunch of errors on spawn
    dddd.png
     
  12. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    Mmm, ok I thought the fix made Monday's hotfix deadline so apparently not. It'll be in the next one then.
     
  13. Aquila:)

    Aquila:)
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    I know this isn’t exactly on topic but I really do appreciate the way you (the devs) exchange so much with the community here and listen to their ideas:)
     
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  14. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    Thank you for saying so! We do try :)
     
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  15. Exchy

    Exchy
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    Hello there, i wanted to ask, never created a car from scratch, so:
    1. i wanna know to what exact point in a car, interrior muffler is connected, driver/camera node? Yesterday i had a lua failure due to frequent reloads and i for some time had no muffled interior and since im doing a gt3 mod it was a damn nice experience so i wanted to ask is there any way to do the same on purpose? Until that retracing stuff comes out.
    2. I made a v8 sound(sounds good from file) and when i put it as it is, the sound in beamng kinda not on point, even with resetting to zero the debug. The blends are smooth between revs, but i spent a lot of time to configuring the sound to at least be heard like a samples in folder. Managed to do just the engine, i gave up on tuning exhaust.
    P.S. props to audio devs, one of the most communicative out there.
     
  16. stenyak

    stenyak
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    BeamNG Team

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    Yes, 0.6m around the 'driver' camera node (or 'rider' camera node too, if the vehicle has such a camera, like the bus).
    If the camera is outside the spawn-time bounding box of the vehicle, then it's always assumed as outside the vehicle. For example, if you are 0.5m to the left of the driver camera node, that is, your head is out of the window, this will not count as "inside the car" and won't be muffled.
     
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  17. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    I'm not sure what your question is? Although, having never used the old blend system, I probably can't help.

    Thank you - we try! :)
     
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  18. Exchy

    Exchy
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    I probably missed the topic about new system, do we have any guide on how to use it? Thanks for reply tho
     
  19. Agent_Y

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    I don't think there is any guide at all, but there should be imo
     
  20. Exchy

    Exchy
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    Well i have a sound, for certain rpm as always, it sounds good listening to it directly, but in beamng it sounds not good by default even when resetting all parameters. How's that? But that's not important question. As of now im very curious on how we could cheat the system and separate camera and muffling. Camera is too hardcoded to driver node only? Or can be reassigned to any other? Or probably i'd have to create a new camera mod which i dont know how to. Until audio tracing out, we could come up with some temporary solution
     
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