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World editor/ sound and atmosphere

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by ltntai, Apr 1, 2020.

  1. ltntai

    ltntai
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    Is there a setting for realistic speed of sound/volume/pressure?
    I want to see an object dropped from the sky hitting the ground in the distance before I can hear it.
    Or hear it at all. Sound system cranked to max, and there's a faint, maybe a short tire squeal, when I watch a semi-tanker do that from 344 m away.

    edit. There seem to be a noise distance (smaller than draw distance) that cuts also these comfort-muffled loud noises (like gunfire in fpshooter). Is there a way to hear them, when emitted from a safe distance?
     
    #1 ltntai, Apr 1, 2020
    Last edited: Apr 1, 2020
  2. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    Sadly, no - not at this tim - although speed of sound delay would be very cool

    We do have a max distance on are audio at a per sound event level. The max being 1.9km, as we need to clamp the audio at some point.
     
    • Informative Informative x 1
  3. ltntai

    ltntai
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    So that semi-tanker would need to carry a "special loud crash sound emitter datablock that activates when it decelerates fast enough, far enough" -kind of thing, if I wanted to hear it from a distance?

    And if it could calculate the speed of sound delay according to the observer, we could have that feature. Plane crashes and train collisions in the horizon are out of game's focus, but in theory?
     
    #3 ltntai, Apr 3, 2020
    Last edited: Apr 3, 2020
  4. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    Skid sounds will travel a lot further than an impact because of the frequency content of the sound. If you need to have an impact sounds playing with a massive max distance, then yes you'd need to do that yourself. I'm afraid I can't help of offer advice with modding.

    As for sound delay - in theory, yes... but this would be very expensive.
     
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  5. ltntai

    ltntai
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    Thanks for your answers.
     
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