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Exterior sounds inside the vehicle.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by KaunasLTUE, Jan 29, 2021.

  1. KaunasLTUE

    KaunasLTUE
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    Dec 18, 2019
    Messages:
    4
    Hello. So I have this issue with relative camera. When you move the relative camera out of some specific zone while still inside the vehicle, exterior sounds kicks in. I understand that the interior sound is only for driver camera, but is there any way to adjust the area that interior sounds play? Thank you.
     
  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Deleted
     
    #2 Agent_Y, Jan 29, 2021
    Last edited: Feb 4, 2021
  3. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    I don't think this is true at all. Indeed, coming from working on the DiRT/GRID/F1 games I'd say that what we're doing is a LOT more complex than any of them, where they often hack code specifically for audio compared to literally everything done in BeamNG is run off the physics engine.

    A couple of examples - the "power" of an engine/exhaust sound is based on the actual power of the vehicle you're driving. Give it a sportier ecu, or exhaust, and you will hear changes in the sound. Traditionally in games, suspension sounds are one shot percussive sounds which are triggered by an impulse. We use the impulse to sculpt the suspension sound completely. The surface audio, which I'm working on at the moment, has a system which takes into account various properties of the tyre when playing the audio in terms of volume and pitch (and timbre for asphalt).

    But... there are shortcomings also. Because of our muffled/unmuffled engine/exhaust system, we can't simply 'record a car' and use that in-game. Because we need a raytracing system to calculate whether a cabin/roof/windows exist, and indeed its dimensions, we can't differential between a topless vehicle or one with a cabin. Other games simply have a switch "car has roof/car does not have roof" - that doesn't work for us as what happens if the roof disintegrates in real time.....

    We're a smaller independent developer, we can't simply throw coders at problems and ask them to hack a fix, it needs to be done from within the depths of the system so it is compatible with any vehicle a modder may create.

    I hope that explains things a little into why things take a bit longer here, but why they have to.
     
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  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Well then I guess everything I was told by other people about the sound system was a lie, my apologies. I had no idea it's so complex, I mean I knew that the power and stuff affects the sound but I thought it was all just done with mixing the sounds in the soundconfig section of Jbeam, so like hardcoded. I see now that it's all simulated, big respect for getting this to work. And I forgot how complex suspension sounds are, no idea how you made them. So sorry for calling your work "basic", but I just said what I heard from other people earlier.
     
  5. SuperShep1

    SuperShep1
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    well the exhaust sound changes when its ripped off, when you brake when they are hot, they squeal. There are many different scraping and crashing sounds
     
  6. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    I think if you go back a little over 3 years, it would perhaps be closer to the truth. We've done a lot during this time... but because the engine sounds simply don't sound like Need for Speed, or DiRT Rally then "it sounds bad/basic".

    So yeah, all the engine/exhaust stuff is done in the vehicles respective engine/exhaust jbeam. Even the pops and overrun are determined by the powertrain setup - which of course you can all change.

    No problem at all. But it's good for people to have an understanding of what we are trying to achieve here. For me personally, having worked on so MANY racing games in the past, so much of what I'd learn about audio implementation for racing games, heck videos games even, is not so relevant on BeamNG - I love it ;)
     
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