BeamMP just got gears to sync properly and I've gotta say it sounds absolutely fantastic! I love the fmod integration you guys have done, There is one thing to note though and that is how the echo sound is dependent on Camara location instead of the car, would be cool if you could hear a car echoing out of a tunnel when your not actually in there with it. And for anyone wondering, If all goes to plan the MP update should hopefully be out for everyone tomorrow, unless something major shows up out of nowhere again like it did last night xD
Can someone here provide some actual help instead of saying that I should find out everything by myself? https://www.beamng.com/threads/what-does-each-of-the-soundconfig-settings-do.74673/
Chipmunk is only really noticeable when you start shifting way outside of the samples usable range. Any game that uses RPM loops will suffer from this, especially if you can mod the RPM to go substantially higher. Formant shifting/preservation has its own set of issues - you'd end up with something different, but not better. All of those types of DSP only work when they are being used subtly. --- Post updated --- I totally agree with you, 100%. --- Post updated --- done
I’ve been working on making engine sounds in fl studio using a 10-20 millisecond portion of a drum beat, gunshot and explosion sound effect. I’ve been playing around with the exact time of the sample but I’m not sure what the the actual best time is to make it sound the most realistic.
Yeah, so the reason being is that Sonory supply sounds based on engine configuration and they won't discus the process of how they create their sounds. I have my own views on what they are doing, but that's it. I've even offered to supply source material for them based on our requirements, but they've dismissed that, unfortunately.
Tire skid sound in v0.21 sounds way too high. I think this is due to the fact it starts high pitch when skidding at low speeds and becomes uncomfortably higher pitch at high speeds. Make it lower pitch at low speeds please.
Pitch is now based on the properties of the tyre: width, wall height, tread depth and softness of the rubber. We are going to look at some system changes which would allow us to add volume/gain and control that separately with the same properties. I'm defo interested in feedback/thoughts on this.. .and of course I've not managed to test every single combination we have... so based on feedback I can look at how the tyre properties interact with each other to produce the "natural" pitch of the tyre. Useful feedback will need to include the vehicle and tyres used. Once we have tyre temperature working we'll then be able to improve this a lot more.
The low pitch sound I'm referring to is a lower more sticky gripping sound. Here's a video clip to demonstrate what I mean (3:55 to 4:20)
I'm defo interested in feedback/thoughts on this.. .and of course I've not managed to test every single combination we have... so based on feedback I can look at how the typre properties interact with each other to Ahh I see, thanks for the reference. Yes, I have an idea how to do that and once we support tyre temperature because the sound update that would need could actually support this as well by separating the 'noise' element of the skid sound and the 'tone' element.
Wonderful update as usual with meaningful improvements to the game as a whole. The only oddity that stands out to me is the lack of fade-in/out on the brake squeal noises. Just 1-2% of pressure on the brake will play the squeal at full gain with a noticeable clip in sound when releasing the brake fully. Just a bit of fading would go a long way to adding the audible sensation of pressure on the rotors. Great work as always!
Hey, thanks for the feedback. Can you by any chance provide some video, showcasing the exact circumstances where you find the squeals too "binary"?
Yeah, I noticed this as well. The break whistle feels like it's an on and off switch with no transition even if you gently applying the brakes. edit: I just tested the same car with the pedals and axises widget open. I applied 3% brake and the pitch/speed of the brake whistle doesn't change with the car's speed. Even going 2kmph the breaks sound like I'm going full speed. They should be lower pitch/sped down
It's a little rough, but I managed to edit what I hope tire skids on tarmac/rocky surfaces will sound like in the future. I stitched together some ingame audio from the following sources. Low Spin: The new Gavril D-Series Crawler on some rocky boulders to get grippy traction sound. Med Spin: Gavril D-Series Crawler default tire skid on tarmac. High Spin: Gavril Bluebuck tire squeal on tarmac.
Not too sure about that on/off thoughts about the brake squeel. My current daily car squeels more when going slow, no real noticable fade in/out tbh but i guess that depends on the application/what/how its supposed to simulate. I can literally go down to the parking garage and shoot a vid of it right now. My old cars with race brakes squeeled all the time too but less when warm. Having that said i can also guess that the most 'realistic feel' to it would be a fade in/out even though that might not be more realistic.
Definetly rough, but if well implemented it adds so much to the immersion! I hope to see something like this in a future update.