1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Audio Feedback Thread

Discussion in 'General Discussion' started by Nadeox1, Aug 9, 2017.

  1. SebastianJDM

    SebastianJDM
    Expand Collapse

    Joined:
    Apr 9, 2017
    Messages:
    856
    for some reason i was under the impression that it had a 600cc i4 option, based on a motorbike engine. looking back, it is an i3, my mistake.
     
  2. enjoyinorc6742

    enjoyinorc6742
    Expand Collapse

    Joined:
    Dec 24, 2015
    Messages:
    1,631
    the 6.0l diesel for the D-series doesn't have that grunt that a normal Diesel pickup has. this is from a 7.3l IDI yes, but most diesel pickups sound the same under the same make
     
  3. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    Just to let you know what we've done for the next hotfix:

    We have moved to the FMOD real world roll off to control how sounds decrease in volume based on inverse proportional law - https://en.wikipedia.org/wiki/Sound_pressure#Inverse-proportional_law

    Not many games do this as it happens, but since this is a simulation, we are attempting to try and make it sound as in real life, even though the dynamic range of any users sound system cannot come close to replicating this. Therefore, we have made some adjustments to compensate for this in some areas, as many people have highlighted in their feedback since the release on Friday.

    We are still using this roll off, but have added an adjustment curve which keeps a bit more volume over distance. This has also been added to the collisions sounds, and can be added to other areas where we consider it necessary.

    There is also now a small adjustment curve on the unmuffled exhausts, so these will travel a little bit further than a muffled exhaust. We can't go mad here because we have to work within the structure of the audio project that has already been set, so we don't start breaking the mods already made for the game.

    Finally, we've put an audio compressor on the main outputs to bring the sound in a little. In the future, we'll be creating a mastering process to hook in to the main outputs, which will then allow us to create presets for different audio systems, headphones etc... and a night mode which limits the dynamic range of the audio volume so the player can reduce the volume of their audio system and still hear everything, be it loud or quiet sounds.
    --- Post updated ---
    Ahh, Ruud - I've been working with him on and off over the past, um, 7 years I guess. He works at a simulator company who I do a few bits and pieces for. Nice guy.
     
    • Like Like x 9
    • Informative Informative x 2
  4. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Ooh, night mode, can't remember any games having that, but that is really useful thing.
     
    • Agree Agree x 1
  5. Capkirk

    Capkirk
    Expand Collapse

    Joined:
    Nov 19, 2017
    Messages:
    673
    I imagine getting realistic sound travel is hard. Obviously irl car crashes, straight piped civics, etc, are audible for miles, but you don't want to blow out everyone's speakers to manage that in game. Holding volume drop off for a certain range is probably the best way to manage that. And great work so far, the new reverb and sounds are better than ever.
     
  6. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    Yeah, it's all a compromise at the moment.

    For example, we have one cabin filter for all vehicle types. I've taken the decision to make this more like a modern stock showroom car now, which of course means it is wrong for vintage, race, buses etc. etc. but we'll find a solution. As I mentioned, our hands get tied because of the need to support mods which may be 3/4/5 years old, but we're doing what we can to work around this (rather large) issue.
     
    • Like Like x 4
    • Informative Informative x 1
  7. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Those old mod would be using sbeam sounds instead of Fmod I believe, then there was even older ones which use only single sample. Mods using Fmod are about 1-2 year old, but would those work fine with more dramatic changes and pre Fmod mods would not work?
     
  8. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    Not quite, because even though Beam has been using FMOD for however long, it's been feeding the old engine sounds through a plugin. We've got new engine sounds now within FMOD, and balance the game to those, potentially putting the older engines out of balance... then we work to improve that.... and we go around in circles ;)
     
    • Like Like x 5
  9. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    I feel some pain, it feels horrible ;)

    Hopefully you can find solutions that don't require too much running in circles :)
     
  10. Capkirk

    Capkirk
    Expand Collapse

    Joined:
    Nov 19, 2017
    Messages:
    673
    It seems like defaulting to the old car sound engine, and only using the other system if you add a line to the body or something that says "enableAdvancesSamples": true, but I'm not much of a programmer, and that feels like a recipe for conflicts. I have faith you'll figure out something though, you've done great work so far.
     
  11. Blijo

    Blijo
    Expand Collapse

    Joined:
    Apr 27, 2016
    Messages:
    2,055
    Well, I think that the development of the game should not be stopped because of some mods.
    I, and I think other modders as well, would gladly update our mods in case they break because you add a new feature to the game which improves the game(and therefore our mods to be selfish).
    By modding a game like this, you accept the fact that anything can break anytime because of an update.

    Of course, mod support is nice but I don't think it should stop you from making the base game :)
     
    • Agree Agree x 9
  12. CN877

    CN877
    Expand Collapse

    Joined:
    Jun 27, 2017
    Messages:
    1,465
    I completely agree with you, this game is early access and therefore everything is subject to change.

    I think it's well worth sacrificing some mods in order to make some significant improvements. Don't get me wrong, I think it's great that the devs always try their hardest to support old mods, but I think in this case it is well worth the change :D

    Plus who still uses old mods that haven't been updated for years anyway?
     
    • Agree Agree x 5
  13. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Maybe there could be certain time in future which point it is known that mods using certain older ways will be broken, that could allow time for updating and adapting.

    It is not only audio part where support for older mod is making progress difficult, so that brings thoughts that maybe there could be guaranteed breaking point set to future that could allow more progress than trying to prevent mod breaking.

    Usually mods still can be partly broken by updates even developers are doing their best to keep support for old ones.

    Probably it is not quite that easy though, there often is more variables than one can figure out there being :)
     
    • Agree Agree x 1
  14. Cobra_Fast

    Cobra_Fast
    Expand Collapse

    Joined:
    Sep 8, 2015
    Messages:
    25
    I liked the old Barstow V8 sound better, had more grit and energy which I think was pretty fitting to the car. The new sound is underwhelming and hissy (and I'm not talking about supercharger whine).
    Lower revs (<2k RPM) don't have any character and frankly don't sound like an engine with lots of displacement (I'm expecting some blubber and not just push-rod/valve clicking), and higher (>3k RPM) revs aren't as much of a riot anymore as they used to be.
    D-Series/Roamer and Grand Marshal now have the same engine sound as the Barstow V8 and while I think it works better for them than the Barstow I'd still like to hear more character out of them, especially in the Grand Marshal.
    Hearing these big engined cars produce big sounds was a significant part of the fun of driving them to me and I hope we can get back there with future updates :—)
     
  15. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    789
    @TDK I'll give you whatever you want in order to break mod support!! =D

    On a slightly more serious note: how involved is it to have a check box, "realistic updated sound mode" or "outdated sound mode."

    Because as mentioned. . nothing better than a tinny sounding lawn mower covet from a mile away! Let alone a strait piped Moonhawk heavy on the gas!
     
    • Agree Agree x 1
  16. JZStudios

    JZStudios
    Expand Collapse

    Joined:
    Feb 23, 2016
    Messages:
    352
    I'm curious as to what the 5.1 support actually is, maybe I just didn't notice the game was stereo before or? The audio wasn't great but I feel like it had more than stereo...
    Then again, any time I play a "racing" game with surround I barely notice it since most sound comes from the engine at the front. Only Dirt really makes me notice the surrounds.
     
  17. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    789
    I certainly noticed a lack of 5.1 before! I suppose it's because I was constantly playing with a high number of vehicles, so exposed to multiple vehicles all around, "my ears." =D
     
  18. JZStudios

    JZStudios
    Expand Collapse

    Joined:
    Feb 23, 2016
    Messages:
    352
    Hmm, could be. I only ever play "solo."
     
    • Agree Agree x 1
  19. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    593
    Surround - if you play in bumper or cabin cam you're appreciate the sound around you more now since (for a lot of vehicles) the engine will be at the front, the exhaust will be at the back, and the tyres will be around you. Ambience will be in 3D space etc. etc.

    As for engine sounds - as you know, we have a pretty small library of licensed sounds previously, and now we've invested in the sounds created for the automation game plus a few others.... but.... we are not recording our own sounds, so we have access to what ever third parties can offer, and then see whether that works for us.
     
    • Like Like x 7
    • Informative Informative x 2
  20. JZStudios

    JZStudios
    Expand Collapse

    Joined:
    Feb 23, 2016
    Messages:
    352
    After playing the game it is more noticeable. I just thought it wasn't very good before. Assetto Corsa had "surround sound" support for a long time, but it was absolutely terrible until they figured out how FMOD works.

    My only issue now is the game is VERY quiet compared the standard volume level of everything else on my PC.
     
  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