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Engine sounds exported from FL Studio sounds worse in BeamNG

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by angelo234, Sep 19, 2021.

  1. angelo234

    angelo234
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    For some reason I can't get the engine sounds in BeamNG to sound like how they were exported from FL Studio and I'm using 233 sound samples in increments of 25 rpm between 700 and 6500 rpm... I know the FL Studio sound is not the best thing in the world but I just want to know why it sounds worse in BeamNG and how to make it sound like the original FL Studio project sound.

    What it should sound like:


    Sound in FL Studio


    Sound in BeamNG
     
    #1 angelo234, Sep 19, 2021
    Last edited: Sep 19, 2021
  2. Agent_Y

    Agent_Y
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    I don't hear any difference here tbh
     
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  3. angelo234

    angelo234
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    To me when I listen with speakers I don't hear much of a difference but with headphones there seems to be a difference. The sound in BeamNG to me just sounds like it was recorded using a low quality microphone or something and it's missing some details like with the higher frequency sounds being omitted (I'm no audio engineer expert so I don't know the proper terminology)
     
  4. Phym

    Phym
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    sounds kinda cool in an odd way tho
     
  5. Diamondback

    Diamondback
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    Vehicle Systems Engineering
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    Maybe you are using some sort of low quality file format?
     
  6. angelo234

    angelo234
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    I'm exporting to WAV file format so that shouldn't be an issue. Although I see that in the audio.zip file in the folder BeamNG.drive\content, the engine sound samples that I can't play since they are password protected are pretty big sized files (20-200 KB) considering they are in the FLAC compressed file format. Does the length of the sound samples or bitrate matter and could you please provide other information I need to know about creating sound samples for BeamNG, thanks. :)
     
  7. Agent_Y

    Agent_Y
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    Wait, so you can see the stuff in the hidden folder but not play it? I can't even see it myself lol, I'm curious what it looks like
     
  8. sebaudio

    sebaudio
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    BeamNG Team

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    In-game, we post-process the raw engine sound in various ways, for example based on how the camera is away you are from the source. With increasing distance, the sound does not only get quieter, but also the high frequencies get gradually reduced, and the reduction already starts at very short distances. This approach is much closer to reality than simply reducing the volume. We also apply a filter based on the angle between sound source (in this case the engine) and camera, again slightly reducing the high frequencies. These are the key reasons why the sound in the second video is more muffled compared to the raw engine sounds in the FL project. We also apply reverb as part of the post-processing, which again slightly changes the sound. Another reason could be re-sampling https://en.wikipedia.org/wiki/Sample-rate_conversion
     
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  9. Agent_Y

    Agent_Y
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    Wow, that's complex. Another thing I had no idea about in terms of sounds. This game's sound system is underrated.
     
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  10. TDK

    TDK
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    There is also a static low pass filter (an eq which lowers the volume of any frequency above the set frequency of the filter) in place on the bonnet in preparation for the ability to detect when a bonnet hood has been removed. When we (as in sound recordists) record vehicle engine sounds, if this is done on a rolling road the hood is traditionally open to allow a direct path from the source of the sound to the microphone. If recording on track, the hood is of course closed, and the source sound (the engine) is close mic'd - so the microphones are set up inside the engine bay..... either way, this low pass filter will affect any sound set to be an engine sound, and remove the high frequencies.
     
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  11. S.Ali.M

    S.Ali.M
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    Just open the audio.zip with winrar
     
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  12. Agent_Y

    Agent_Y
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    I don't see all of them this way, only the old legacy engine sounds and some extras
    asddasasd.png
     
  13. S.Ali.M

    S.Ali.M
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    Why you don't take a look at engine folder?!
     
  14. Agent_Y

    Agent_Y
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    I only see the legacy sounds there. No modern engine sounds that are separated between engine and exhaust.
     
  15. S.Ali.M

    S.Ali.M
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    A question, in what year the sounds got changed? The date modified of all of those sounds is 2017, and you say those are legacy sounds no modern sounds, but, maybe the sounds haven't been changed since 2017...
     
  16. Agent_Y

    Agent_Y
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    I told you, these sounds are deprecated but still usable, might have been used up ontil 2017 in vanilla cars, you can find in one of the recent update changelogs that they were brought back because mods relied on them, current sounds are hidden, idk where.
     
  17. S.Ali.M

    S.Ali.M
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    angelo234 said engine sound samples are pretty big sized and they're in .flac format. And he clearly said he figured out those things by looking at audio.zip file
    So you shouldn't say
    There's no difference between Angelo's game's audio.zip file and your game's audio.zip file, so definitely you can see whatever he sees in audio.zip file and you shouldn't say "I can't even see it myself"
     
  18. angelo234

    angelo234
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    I think the current sounds are located in the gameengine.zip file under art/sound/fmod/desktop in one of the .bank files.
     
  19. TDK

    TDK
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    The depreciated sounds are included in our releases to try an maintain backwards compatibility for older mods.
     
  20. FFIVGUY

    FFIVGUY
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    You can check the Engine Audio Debug App and reset the values to default to see if that works.
    I love the v6 and v8 engine sounds.

    If you put the declicking mode in the sampler to smooth it will make it sound a little better

    If you want you can input each sample into edison and mess around with the e3 and e2 generic elastic with the pitch and the time multiplier and formant. It should make it to as where it doesn't sound static and actually sounds like and actual engine.

    For (exhaust)on-load samples you can use the phasor at 1.00 and off-load samples at 0.75. For intake(engine), on-load at 0.25 and off-load at 0. Make sure it's not sweeping and the depth should be at max as well as the freq range.

    How do you go about recording the samples so that there are the right amount of engine rotations and not clicking?
    And how do you get the pitches to match the rpm? Because I'm trying to get the B4 sound pictured below to sound like 803 rpms.
     

    Attached Files:

    • 2021-09-231.png
    • 2021-09-23.png
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