1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

FMOD Modding - Requirements Survey

Discussion in 'Microblogs' started by Diamondback, Jan 14, 2020.

Thread Status:
Not open for further replies.
  1. YellowRusty

    YellowRusty
    Expand Collapse

    Joined:
    Nov 9, 2016
    Messages:
    1,266
    I can't speak for myself, as I don't have much experience with this in-depth level of modding, but I think that modder could do some pretty interesting things if they were able to swap out the sounds used by groundmodels.
     
    • Agree Agree x 1
  2. torsion

    torsion
    Expand Collapse

    Joined:
    May 31, 2015
    Messages:
    1,608
    I feel like #1 and #2 are pretty important.
    1. The need for this seems immediately clear. Modders have been adding unexpected things to the game for years. Some of those things need new sounds, which in turn calls for new events.
    2. The bulk of "sound mods" so far have existed almost exclusively to replace existing sounds. As we've seen with "shader mods", some things are a matter of taste. Neither the stock shaders nor the ones from mods seem to satisfy everyone. The same has applied to game sounds so far and will almost certainly continue to apply.
    3. I don't understand FMOD that well yet, but I hope that the development team can at least cover the bulk of potential needs for mixing and routing and provide the appropriate "hook up" points which may be needed for mods.
     
    • Agree Agree x 1
  3. MrBox15

    MrBox15
    Expand Collapse

    Joined:
    Jan 7, 2016
    Messages:
    29
    I dont have any experience in modding but if I could change some sound or add some, it would probally be the ambiance sound, add music. and probably engine sound with a more satisfying rev cut off. (music if its possible)
     
  4. Tsutarja495

    Tsutarja495
    Expand Collapse

    Joined:
    Mar 16, 2014
    Messages:
    806
    I would love to implement my own horns. More options for creating engine/exhaust events would be much appreciated, as the current modding system that relies on samples and a few static parameters is quite limited.
     
  5. NOCARGO

    NOCARGO
    Expand Collapse

    Joined:
    Apr 1, 2019
    Messages:
    475
    I know gear whine is already mentioned but to be a bit more specific and without speculating on new implementations
    I am thinking about the reverse gear sounds.
     
  6. supercharge71

    supercharge71
    Expand Collapse

    Joined:
    Jan 14, 2017
    Messages:
    261
    I love the idea of FMOD being expanded on, I'm no modder or have any experience but FMOD can be used to make some pretty incredible sounds.

    For example:
     
    • Like Like x 7
  7. SebastianJDM

    SebastianJDM
    Expand Collapse

    Joined:
    Apr 9, 2017
    Messages:
    897
    also exhaust pop sounds, if not already possible
     
    • Agree Agree x 5
  8. JDMguy05

    JDMguy05
    Expand Collapse

    Joined:
    Dec 27, 2018
    Messages:
    425
    I couldn't do it, but I'd like the ambient sounds of cars and sirens to have more reverb from afar.
    I'd also like more bass-heavy engine sounds (idle and while driving), but that I might be able to do myself using the exhaust debug.
     
    • Agree Agree x 3
  9. Brother_Dave

    Brother_Dave
    Expand Collapse

    Joined:
    Aug 16, 2012
    Messages:
    972
    The reverb at distance is already in but i think the problem is that the volume of those distant cars are realisticly low. Im using the RX-7 mod from while back and it has (atleast until pre-0.18 update) a much higher volume than the other cars.

    I could actually find myself at Hirochi, just sitting in the pits listening to a AI RX7 in the distance, ripping it around the map, sounded SOOO good. Really did ALOT to bring a feeling of being at an actual race track.

    Anyway, could this be caused by the volume cars have with stock exhaust is already quite high compared to reality? Meaning that when someone removes the exhaust system the volume doesnt increase a s much a it does IRL?

    On the idle thought, i agree. Though cars with stock exhaust isnt very audible at idle, can barely be heard at all, it does make alot for the actual feeling, so atleast i enjoy cars with a noticable idle more.
     
    • Agree Agree x 1
  10. AX53

    AX53
    Expand Collapse

    Joined:
    Aug 6, 2013
    Messages:
    290
    I'd like the ability to blend different engine sound configs to create such things as different wastegate notes or variable lift activation sounds.
    Also custom blow off valves where you can change the start time position depending on boost level.

    Additional ideas
    Maybe some interior vibration sounds (like key shaking and drivetrain creaking) when you get a wheel hop launch.
    Tire rubbing on fender liner
    Brake pad squeal
     
    • Like Like x 3
  11. Nissan Skyline

    Nissan Skyline
    Expand Collapse

    Joined:
    Aug 11, 2013
    Messages:
    232
    Windshield wiper motor hum/whine and the blades squeaking would be useful if functioning wipers are ever added. If those are implemented, you could have squeakier blades and louder motor whine for the beater configs.
     
    • Agree Agree x 2
  12. MTKush

    MTKush
    Expand Collapse

    Joined:
    Aug 17, 2017
    Messages:
    102
    THANK YOU FINALLY! Been pushing this one for a hot minute! THANK you guys so much for moving forward with this!
    --- Post updated ---
    Just the general ability to control engine sounds, turbo sound, backfires (through multi instance sound), and interior exterior variations (if possible) (similar to AC in a sorts) would be absolutely MONUMENTAL! This would be the biggest update if possible to beamng for ME. Please see this through guys!


    On a side note i've been having one of my current three methods for getting sounds into beamng and boy is it a pain.



    then record 1K - xK then back to audacity then back to beamng.

    Which results in this

     
    • Like Like x 9
  13. LegoMarcusR

    LegoMarcusR
    Expand Collapse

    Joined:
    Mar 13, 2015
    Messages:
    129
    If someone hasn't said it yet, the ability to mod in siren sounds without the game bugging out and messing them up would be wonderful!
     
  14. MTKush

    MTKush
    Expand Collapse

    Joined:
    Aug 17, 2017
    Messages:
    102
    Rev limiters altering such as how AC handles it.
     
    • Like Like x 1
  15. Jsap20

    Jsap20
    Expand Collapse

    Joined:
    Jun 26, 2016
    Messages:
    531
    I would love to see a siren control box for the UI and or more than one tone to make the system more realistic and fun
     
    • Agree Agree x 1
  16. MTKush

    MTKush
    Expand Collapse

    Joined:
    Aug 17, 2017
    Messages:
    102
  17. Diamondback

    Diamondback
    Expand Collapse
    Moderator
    Staff Member

    Joined:
    Apr 8, 2014
    Messages:
    1,407
    What kind of update? This is a thread to gather feedback from our users.
     
    • Agree Agree x 1
  18. MTKush

    MTKush
    Expand Collapse

    Joined:
    Aug 17, 2017
    Messages:
    102
    Update as in a reply like you did from the other users. Just curious on your input as well! Thanks.
     
    • Like Like x 1
  19. JDMguy05

    JDMguy05
    Expand Collapse

    Joined:
    Dec 27, 2018
    Messages:
    425
    I don't know if this is even FMOD related, and if so, how possible it is, but I'd be cool for the outside noise to gradually get louder when doors fall off, open, or when windows break. I know GTA is really good with this, specifically in the rain (rain is louder when doors are open and get louder as more windows break, same goes for other outside noise).

    P.S. I wanna get introduced to modding sounds as it seems like one of the easier modding types (unless I'm looking at it wrong). How would I get started with doing so?
     
    • Agree Agree x 1
  20. Born 2 Drive

    Born 2 Drive
    Expand Collapse

    Joined:
    Nov 17, 2019
    Messages:
    29
    Fmod is great but overall, you can get better sounds out of engine synth. However, the engine sounds are all great but I think there should be more of a difference in the sound between carbureted and fuel injection engines (especially the I4s which I think could do with being changed). Maybe a Cléon-Fonte c-type C2J engine sound would be suitable fir this.

    I'll try not to be to demanding but will anyone agree that these engines sound great?!
     
    • Like Like x 2
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice