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Audio Feedback Thread

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

  1. Olrosse

    Olrosse
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    Yeah totally get that, i don't think you'd want that kind of dynamic range anyway unless you want to blow your ears out haha

    Honestly just wanted to share that cause i think its so cool and was mostly on topic, also that car was the more extreme one, the green pegout is more the normal pop sound.

    I have another cool clip of some other cars finishing their practice run where you hear when they shut their antilag off, the last Audi gives me chills every time, love it :p

    This type of antilag however is a feature i would love to see in beam, both for engine/turbo simulation and for sound,
    would have to be done with engine physics code im guessing and then let the audio engine just follow along and do its thing

    Just a heads up, this clip is way louder overall :p

     
  2. Elving

    Elving
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    I seem to have an issue with the new bolide sound (Which i LOVE btw) When having the engine running, and getting into another car, then driving away (so you hear the bolide far away) the sound kinda breaks. It´s like static chatter, if that makes sense. I can try to make a video about it, if necessary. Again, i love the update you guys are providing :) Thank you for your hard work! *Edit: I just tried it again, and I couldnt get the problem to accour again.. First time i heard the static chatter, was on the grid map, if that makes any difference. Might just have been a one time bug?*
     
    #362 Elving, Dec 14, 2019
    Last edited: Dec 14, 2019
  3. Unster

    Unster
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    It's not just the bus idle sound that's too quiet though. A lot of the vehicles could use a louder idle. Some of them you can barely hear, even right in front of the vehicle. If I increase my volume to hear the idle well, then everything else is too loud. I hope this gets fixed soon as it's been an issue for a long time.
     
    • Agree Agree x 2
  4. Confused_Deer43

    Confused_Deer43
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    I really do like the new tire squeal under heavy load! it sounds like what you'd hear in real life before an accident, though I have to agree that the crash sounds are usually overpowered by the glass shattering now in a normal crash.
    I understand the development team probably uses some studio quality speakers, but I have to say most of the time I don't play games too loud, is it possible to have an option which uses lower dynamic range in the sound, or is there any possiblity on that "night mode" that was discussed to come any time soon?
     
    • Agree Agree x 3
  5. den_chik

    den_chik
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    Some issue: the sounds from other cars sometimes seems too loud for long distance, even from driver's inner camera. Especially some kinds of horns and the same.
     
    • Agree Agree x 1
  6. den_chik

    den_chik
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    Here is another sound ussue: according video from this thread https://beamng.com/threads/strange-behavior-of-tilt-board.67399/ the board's falling "BANG" come from definitely only one speaker, so very unnatural. It can be sound engine imperfection: very simple and rough sound source position in LR (may be 3D) space.
     
    #366 den_chik, Dec 28, 2019
    Last edited: Dec 28, 2019
  7. NOCARGO

    NOCARGO
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    Can anyone explain how make a sound working INSIDE the vehicle only (like handbrake, lights switch etc) ? Only it has
    to be an 'SFXsource' sound instead of soundscape. More info here
     
  8. NOCARGO

    NOCARGO
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    EDIT : It's alright I found the solution :)
     
  9. dvigatel

    dvigatel
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    Don’t say what kind of good sound card you don’t have, on Windows in all applications the sound is bad and there is a lot of evidence about this. Even the worst built-in sound card on Linux sounds an order of magnitude better than on Windows.
    I have an ASUS Xonar D1 sound card.
    The sounds of the engines in BeamNG are of course very high-quality, realistic.
    But how I was surprised to run the game on Linux .. The sounds sounded in a new way, there was detail, clarity, depth. I have not heard some game sounds on Windows before !!
    And here it is not a driver or a sound card - Linux and Windows have a different sound system, Windows (except XP) distorts the sound.
    So, who wants to hear sounds in BeamNG in a new way, run the game on Linux and use the OSS4 sound system instead of ALSA)))
     
    • Informative Informative x 1
  10. G-Farce

    G-Farce
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    I was going to say the same thing. The glass shattering takes out of the immersion sometimes. Maybe they need different samples when the headlights explode
     
  11. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    We'll have new glass in the next build. The only way we can determine the type of glass breaking is by the impulse we get from the impact/break, but this is now linked to a better choice of samples with a larger range of small to large types. We also, at some point need to be able to differentiate between vintage and modern glass (modern glass is reinforced and also does not shatter) and also plastic for motorsport vehicles.
    --- Post updated ---
    As you've seen before, because I mentioned it, I have been and still am pushing for a "night mode" option, a stereo headphone option, and more volume sliders... but it's not happening any time soon.
    --- Post updated ---

    Yes, that does sound extreme to me. It'll be even worse if you're wearing headphones, as the audio system expects your left and right speakers to be angled in at 30 degrees, whilst headphones are of course angled in at 90 degrees. This is why we need a headphone mode.
    --- Post updated ---
    Horns currently have a range of 800 metres.

    We can't differentiate between what I would call the player, or focus, car and AI cars.
     
    #371 TDK, Feb 4, 2020
    Last edited: Feb 11, 2020
    • Like Like x 5
    • Informative Informative x 3
  12. Confused_Deer43

    Confused_Deer43
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  13. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    It's still a problem.
     
    • Informative Informative x 2
  14. den_chik

    den_chik
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    Paving noise sounds very weird in compare to real life (more like wood surface). Have you any plans to mprove that?
     
  15. TDK

    TDK
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    BeamNG Team

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    Can you be more specific please @den_chik - we don't have any paving noise. Do you mean cobbles?
     
  16. den_chik

    den_chik
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    Yes, probably.

    This one:
     

    Attached Files:

    • .jpg
    • 2.jpg
    #376 den_chik, Apr 3, 2020
    Last edited: Apr 3, 2020
  17. SebastianJDM

    SebastianJDM
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    i actually think the sound is quite nice, but maybe a bit too loud and defined. the gaps between stones are almost always too small to be that loud in real life, otherwise it would translate into a rough ride. also, the muffling inside the cabin for them seems wrong. i get that it's just one sort of filter that gets thrown over everything, but i feel like the cobble noise needs more bass and less definition in the interior cam.
     
  18. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    No plans to change this in any large way, no.
     
  19. den_chik

    den_chik
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    The main problem is: the sound has very low "frequence of impacts" for low speed. It have more "quick" for low car speeds. Right now it seems as driving by big wood squares.

    Hear real life recording:
     
    • Agree Agree x 1
  20. TDK

    TDK
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    BeamNG Team

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    Those cobbles are approx. half the size of ours.
    --- Post updated ---
    I've added some descete bass to the cobble roll less than 5m from the emitter which will at least make it boomier close up (it will affect bonnet cam as well of course)
     
    • Like Like x 1
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