I always wondered, would such a system check for an enclosed box of triangles like a pressuregroup, or would it be possible to implement something resembling the pressuregroups system? in some way
Well then in that regard having sounds bounce off of the ground from the exhaust to determine sound may be doable. Would audio raytracing be difficult performance-wise?
Absolutely no idea - what does that have to do with audio? I'm not understanding what the concept is here. --- Post updated --- Do-able, yes... but performance is the issue. We are looking at environmental ray casting as well..... we have a large list
Basically would this ray tracing system use the car's Jbeam or its model? IMO using the jbeam would be a better idea since it's way simpler than the model considering there are more vertices in a model than nodes in a jbeam. Not sure if it's possible though
it would be a ton more accurate by using the model though... takes in account of the seats and dash, and other bits. In 10 years it’ll probably be easy preformance wise anyway
for example, could you simply track whether the camera perspective is within an enclosed "bubble" of collision triangles, and apply a muffling effect which could be assigned in the jbeam, and the effect is disabled when the camera position moves outside of the bubble, or the bubble is broken (i.e. a door is opened or a window is broken) there are probably things i'm missing here, and this system would never be as detailed as proper audio raytracing, but it would still be quite an improvement, and indeed a lot better than most games.
Do-able, yes... but performance is the issue. We are looking at environmental ray casting as well. Ahh, I see, thank you. Above my pay grade I think Teri has a strong plan for how he wants this to work. --- Post updated --- Thanks for explaining... um... no idea I think we're going to do the full monty...
This is very interesting. I've always been interested in this sort of thing, though the formant would need to be preserved somehow. --- Post updated --- l've made some pretty good engine sounds in fl studio myself with a basic drumbeat sound. I've even managed to replicate some of the beamng engine sounds and they sound pretty close. If we were to have one sample we would need a way to preserve the formant in order for it to sound realistic. This would be good improvement since when I make engine sounds in fl studio it can be very tedious to record a whole bunch of samples at different rpms especially when you are trying to have a whole bunch of different amounts of cylinders and bank angles, since when I make engine sounds in fl studio I tend to go to ridiculous cylinder counts such as I48 and V48 and evenly firing crossplane and flatplane and unevenly firing flatplane and crossplane V, VR and inline as well as Boxer. Even with 500 rpm intervels which I did when I made a V3 engine. Although it sounded ok It definitely could have used more samples.
l've made some pretty good engine sounds in fl studio myself with a basic drumbeat sound. I've even managed to replicate some of the beamng engine sounds and they sound pretty close. If we were to have one sample we would need a way to preserve the formant. And using a single sample in with the blend file produces an error Sure. Would be glad to. My computer is currently being serviced do to incompatibilities with the NVIDIA GeForce GTX 1050 Ti graphics card. I should have it back by Friday. Update: Apparently my computer wasn't actually ready today so I should probably have it by some time next week. Still no ETA on the graphics card, will keep you apprised.
I'll readily admit that I know nothing about this, but would it theoretically be possible to have multiple emitters on a single exhaust part? Say, if someone wanted to simulate a muffler rusted full of holes, could each hole have its own emitter that would affect the sound?
It's....... possible, but the channel count and cpu use would prohibit this. We're not even using an emitter per exhaust at the moment.
would it be possible for someone to explain how the game currently calculates when to muffle the sound inside a car? because from my experience it just seems like a bubble around the driver's seat as it enables even in freecam. surely it'd be possible to assign the "bubble" to parts that can be removed, eg the roof of the hopper, and therefore when the roof is removed the audio wouldnt be muffled anymore? i know it'd be a bodge but it'd be better than everything being muffled when it shouldnt be. or is it tied into a core game mechanic?
The "bubble" is around the driver camera, which is a node. You can't attach it to the Hopper roof because then ripping off the roof would rip off the camera as well. But that would be a cool idea to have a separate node with an adjustable radius that determines the muffled sound that could be attached to the roof.
ah okay, thanks. yea, if it was attached to a separate node that could be attached to roofs that can come off would seem to be a good temporary solution, im sure there'd be problems with it not becoming muffled after big crashes or something but i'd say that's a worthy sacrifice over what we have now
Not sure if it would be worth it to implement a whole new muffling system just for the Hopper which also has potential to be incredibly buggy if they had planned a new different system anyway