Any working jbeam line to make it work in the game? Since you clearly added something but yet to activate, am i right?
It's as if there is an ever so slight audio delay between the front and rear channels. I hope this clears it up.
Not sure if anyone else agrees but id love a revamp of intake/induction noise to be more realistic and aggressive with little touches like that sharp intake of air if you blip the throttle and the sound of carbs on a v8 being heard
I have a question, can someone tell what exact effect is applied in cabin filter, like lower volume and high's suppression. I want to propose it's further customization, because even if we get audio tracing, i don't know how you guys will manage to read the surface's bounce material (i know that jbeam defines material type but it's kinda abstract thing). As of current state this filter is more like a placeholder that works fine for serial cars imitating good insulation. As for gt3 and racing overall, stripped interior - bounces/reverbs a lot more, since no insulation, but more importantly it bounces of metallic parts. And if i could understand that the volume suppression could be left as is - since the engine bay is still behind a wall. The high's dampening would be different. There would be much more echo and reverb. Current solution to simply put filter at lower values is really not an accurate solution, because again, volume, high tones and etc still needs more precise and separate tweaking per cabin "environment" and not 1:1 scale. I hope i am understood, thanks. I guess you guys probably have a lot of tasks per person and this is probably not even on the list since im probably the first one to point this stuff. (audio design is high priority for me in games)
Regarding the cabin filter. You'll know this has been an issue for me for a loooong time.... so now, whilst not perfect, we have a short term fix which improves things. Its not ideal as it isn't dynamic, but at least the proof of concept in the latest release shows we are in a position to improve things. We're now looking at how a vehicle is built and how to attribute cabin filter values to certain parts. Many of the older Beam vehicles don't have these parts, like lightweight panels and glass, but moving forwards I hope we will and perhaps we can go back to older vehicles and add them. The stripped out metallic sound, again, part of the same issue - which has been discussed because we're not going to start faking with hard code, the game needs to be able to do it at run time. So right now, the aim is to have different ratios of cabin filter as a first step to this short term, non-ray cast, solution.
But is it possible to add a different sound effects on top? FMOD question mostly. You were able to pull out tunnel ambiance, so the "proof of concept" ------------------------------------- It would be really cool (tho bothersome) to each "sport/race" part to have something like: "+cabinFilterCoef": "-0.05", The same way exhaust does
I'm sorry, I don't understand what you mean with "But is it possible to add a different sound effects on top? FMOD question mostly. You were able to pull out tunnel ambiance, so the "proof of concept" As for the Coef question... there needs to be sport/race parts which have an influence on how the filtering would work in real life. I've already considered doing this for a roll cage for example, but this isn't how Beam works. We're trying to make it as real life as possible... so a roll rage doesn't make a cabin less filtered. Lightweight body parts, plastic windows, would add a smaller value, having values for the amount/type of upholstering - carpets, door panels (which we do have), roof panels... or indeed an option for "sound proofing". Then we can do more. The exhaust is somewhat different in that it is (normally) a single item which makes a significant change to the sound - volume reduction, bass increase, treble decrease etc.
Different effects sound parameters like, echo, pitch, reverb and etc. if that's supported features in this game and can be manipulated in given space
Well for any environmental stuff, like tunnels, cliffs/buildings to one (or both) side(s) of the vehicle, forests etc, we need the ray casting.
Hello! Have there been any updates regarding the audio crackling issue documented in this thread from 2020? There have been suggestions that the crackling is an issue with Ryzen processors in general, and it seems BeamNG is especially susceptible to this due to the heavy CPU workload. The issue only affects BeamNG for me. Some (Link 1, link 2) have also connected the noise to the game's UI, but adjusting its settings makes no difference on my end. Reinstalling my sound drivers didn't work either. Anything the team can do about this? The sound is very distracting and makes the game hard for me to enjoy.
This needs to be raised as a support ticket please, with logs and video evidence - https://support.beamng.com/ If this is a particular hardware issue then the QA dept will need to try and reproduce. I certainly can't with my hardware setup.
While attempting to document this issue on video, I discovered something bizarre. It turns out that the crackling sound stops entirely while Nvidia ShadowPlay is enabled and recording, regardless of quality settings. It comes back the moment I stop recording. I also noticed that the same happens when the in-game wheel menu (the one you get when you press Esc) is on the screen – the crackling stops and only resumes once the menu is closed. This issue might indeed have something to do with the UI or overlays. For now, it seems I can fix it by just running ShadowPlay in the background.
OK, that's great info, thank you. It all needs to go in to a ticket since this looks to be quite a complex issue potentially needing support from a number of different people on the team. Then it can get assigned correctly and moved around the team. Thanks!
Ticket created. Also, it seems that I goofed with the first link in my initial post, this Reddit thread has the right video of the issue.