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Audio Feedback Thread

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

  1. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    Ah ok, cool. I'd guess that some other change since August has also contributed....
     
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  2. mtslittow

    mtslittow
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    I like the updated tire sounds of the T-series. Could you pass the changes to dry van trailer and tanker trailer as well?
     
  3. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    hmmm, I've not done anything for any particular vehicle at all. The entire system is based around automatic calculations using the properties of each tire to alter pitch/volume/hum amount... so there's nothing I can do for any individual vehicles' tire without affect all of the others.

    Could you give me more detail about what you like about the T which you think is missing from the trailer(s)?
     
  4. AbdullahBemath27

    AbdullahBemath27
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    Hey. Did something change in the update with turbo flutter and BOV sounds? To me, it seems like '"bovEnabled": true' and the rest of the "bov..." jbeam stuff control flutter sounds as well, which was not the case in 0.23.
     
  5. Diamondback

    Diamondback
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    Vehicle Systems Lead
    BeamNG Team

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    We fixed a bug where this stuff wasn't working anymore after resetting a vehicle, so maybe that's what's "new" :)
     
  6. TDK

    TDK
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    FLIT KILLS MOTHS
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    Plus

    "flutterSoundFileName":"...",
    and
    "flutterSoundVolumeCoef":...,
     
  7. mtslittow

    mtslittow
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    The system seems to be working pretty well overall. But compared to the T-series, the trailers sound a bit sharp to my ear. Idk if that just comes from different volume and pitch.


    EDIT: Uploaded to youtube for better viewing
     
  8. AbdullahBemath27

    AbdullahBemath27
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    This is what I am using:

    "bovEnabled": true,
    "bovSoundFileName": "event:>Vehicle>Forced_Induction>Turbo_03>turbo_bov_race",
    "bovSoundVolumeCoef": 5.0,
    "bovOpenThreshold": 0.05,
    "bovOpenChangeThreshold": 0.5,

    In 0.23, the only sound that could be heard was a "woosh" (for lack of a better term). Now there is a clear flutter. I'll post a video when I can.

    Thank you for the help
     
  9. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    The difference is that the T-Series uses real dually wheels while the trailers use "fake" ones that are just 1 wide tire with dual model, so the properties do vary here
     
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  10. SKB

    SKB
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    Wow. That's interesting
     
  11. FFIVGUY

    FFIVGUY
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    What is the V8_mktest_engine and V8_mktest_exhaust? I found this is the blends folder within gameengine
     
  12. mtslittow

    mtslittow
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    The pitch doesn't change when rotating a camera in beamng, which is probably realistic behavior. Because the camera and vehicle have zero speed difference.
     
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  13. FFIVGUY

    FFIVGUY
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    I know someone mentioned a while back about changing the engine/exhaust eq per rpm, but I can't seem to find the post. How is that coming along?
     
  14. TDK

    TDK
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    FLIT KILLS MOTHS
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    I did reply on discord - they are just test files of mine. Nothing to do with the release. MK are my initials.
     
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  15. Drivver

    Drivver
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    Yes, yes! You're obviously right. Somehow I mixed it up. Sorry for misconception though! No pitch change once camera stops rotating in that case.
     
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  16. FFIVGUY

    FFIVGUY
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    Sorry about that. There were so many posts (and I wasn't up at 3:15) that I didn't see the reply until after I asked on here.
    Is this testing for anything in-game in the future?
    How did it end up in the blends folder?
     
  17. TDK

    TDK
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    FLIT KILLS MOTHS
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    No probs!
    Perhaps... but then perhaps not... I was simply testing something out...
    The blends folder is still used for all engine audio, to point to FMOD - this maintain backwards compatibility with the old pre-FMOD system.
     
  18. FFIVGUY

    FFIVGUY
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    and are we going to be able to edit the engine/exhaust eq per rpm?
     
  19. TDK

    TDK
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    FLIT KILLS MOTHS
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    I have no idea what you mean, unless you mean the fundamental frequency - which has been in the engine.jbeam for a long time already.
     
  20. FFIVGUY

    FFIVGUY
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    I mean like the Engine Audio Debug App, but for each rpm sample rather than the whole rev range
     
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