I am pleased to say that 512 did it. It works! Thank you for the the idea. I was able to drive around the entirety of the highway in the American Roads map following the ram plow truck with the same traffic level without a major cut out at all. In addition to Ultra for 256, I would suggest that BeamNG make an Epic option too for 512 for the Sound Sources option. I can't imagine that to be too controversial.
That's a good news, it's nice to have one more person with super skills in the BeamNG team, for example your map mod trailer or audio showcases were better quality than BeamNG team representation, and more hype building too. Not to say NDX skills are bad, still one of the best BeamNG clips on YT right there. But video quality also show company and project quality to new peoples and may be a big selling point. IMO BeamNG team still don't pay enough attention to advertisements of this project, and when they do, they show very shallow layers of game instead of going in to the complex details, gladly I made them see, that one of their best vids on YouTube was "non-public" and they changed it at 19th june (5 days ago). Now it's 2nd most viewed video on the channel since last 4 years. Honestly I'm proud of it Btw. it's me - if mail doesn't work try PM here OT Last updates were amazing, and all guys resposible for sounds (programmers too) made a great job, straight-cut gears sounds made me go 3 laps in a row on a reverse gear in a Hirochi Raceway map, hope we'll get a full straight-cut gears gearbox in game too ^^, all other updates were very good, and it's game changing expirience so do what you do because you do it great. Ps IMO "mods compatibility" thing shouldn't be so high on your priority list, well should rather be very low. Modders should be able to keep up with game, especially as you went to over-three-months-for-a-"big"-update schedule, so it's not going to be really a game breaking stuff. So with that schedule modders will have enough time to fix and improve their mods to game standards. Moreover as long as this project it is still on Alpha and then later Beta stage - this kind of things should be expected, you have to develop as freely as possible, because it isn't easy task even without avoiding mod-breaking updates. So if you only can develop better without keeping mods compatibility it should be the way to go. I see that it blocks you in many, many ways and that also blocks potential of everything (game, mods, whole community). Why? - You may ask. Becasue it's preventing from cool features to happen in game and those features also could be applied to mods later on. It's just a No-No situation in my eyes.
I think I already said it in the update topic but the new sounds are really great. Engines really sound realistic when you rev them all the way to the limiter under load. (Acceleration) The only thing that feels a bit to much is the difference between full throttle and high rpm and just high RPM with no throttle. In english, if you push your car hard to 200 km/h the engine screams lovely.... until you release the throttle.... where it still rotates at over 6000 RPM but feels a bit to silent for that. --> Engines should be closer to the loudness of full throttle when at low throttle but high RPM. Especially gasoline engines.
I really, really love the sequential* gearbox noises. The clacking and whining is hugely entertaining! I'm curious though, are the sequential gears meant to be straight cut? If so, should the gear noise not be equal in volume to the reverse gear whine? And if not, implementation of straight-cut gears would be a welcome addition to the manual gearboxes
I posted this in the feedback thread but it may have got lost in the flood of comments. The engine idle sounds are very quiet in the 0.17 update. You can especially tell with the bus. In neutral it's quiet, but as soon as you shift it to D the sound gets much louder (what it should be).
Has anyone turned their sound right up at the dragway? Just start a drag race and let the AI do the race alone, turn your sound up and listen to how damn good that reverberation sounds. Speaking of which, will the loudness of different things be changed? there's so much you just don't hear if playing this at a low or normal volume, like the ambient sound and reverb in the distance, and imo I think tire squeals are really loud compared to other sounds, but for real the sound design of this game is coming along incredibly well.
sometimes i like to set up traffic, and get a high-revving covet with a GT Exhaust on it, and let the AI drive it around, and just listen to it in the distance.
The volume of the various sounds definitely need some tweaking. I wouldn't say tire squealing is loud. Maybe the squealing from hard braking is, but the one from fast turning is actually on the quiet side, I barely hear it. The very quiet idle sounds continue to be an issue in 0.17.1.
Anything new regarding FMOD event modding? The documentation mentions a link to a mod template, but it is not yet available.
It seems like the newer samples such as "I4_2_engine" don't have any sample values below 500 rpm. Stalling or shutting off the engine sounds unrealistic without a sound sample for that range of RPM. Is this intentional or a limitation of the source samples?
I just tested this by changing the sound profile on an electric motor to "V8" and "V8_cross_engine". The old sample is audible from 0 RPM up. The new one is silent until 440 RPM
Hm I was under the impression that this was not in the game anymore since a bunch of updates. Are you fully updated? Gotta ask the fmod people about it