I've not heard of that idea before, no... I don't know how this would even be useful, even if it were possible, which is is not (currently). Maybe you could explain why you think this would be useful, as I'm not getting it.... sorry.....
I was working with my step-uncle on his Jaguar and we got to talking about exhaust systems and he mentioned about it being straight piped but quiet. I asked him how that could be. He told me that how placing the mufflers (straight through) and resonators (straight through) at different points between the headers and the exhaust exit, it could change what frequencies are muffled at which rpms and make less of those annoying high frequencies as you get past 3000 rpms and stuff. For example, having abeefy deep bassy sound at low rpms but have it have it screem when you get up to about 4000-5000 rpms or have a balanced sound all around. This would also be a good way to give headers in the game a bit of variety in sound at certain rpms, such as race headers which have their resonance at relatively high rpms such as 7000 rpms. Pushrods (OHV) tend to be bassy down low, but not so much as you get higher Hope this helps.
Can I disable the Beep sound on the vehicle selector, it was really cool at first, but now its becoming really annoying.
hi. i've noticed that the dynamic range of the game is pretty closed off. most cars seem to be pretty universal in volume, but i would expect a car with a straight pipe to be much, much louder than a car with a stock exhaust system. yet it is only a few db louder. i also think engine exhaust notes could use more dynamic range. it would be nice to go from listening to the low purr of a race exhaust, to being able to hear the roar of a loud i4 as the individual cylinders fire under load when you fully accelerate. an engine under load doesn't sound much louder than an engine revving down. the backfire doesn't seem much louder than the car exhaust. im not sure if there is a built in compressor applied to the audio system, but it would be really nice to rectify this. it's pretty strange having some cars being barely louder than the ambient sounds around it.
@TDK I like what you did with the 4 and 6-cyl. Hopper sounds. They sound nicely balanced and close in volume now, even though they still have different tones. Thumbs up from me.
This slider used to be called "Effects vol". For 0.24.0.1 I renamed that to "Effects and UI vol", since we checked that it was indeed handling UI sounds. For 0.24.0.2 (not yet released) I further renamed it to "UI vol", after it was verified that it only affected UI sounds after all ('effects' was a mislabeled remnant inherited from the audio system we were using years ago).
OK, yeah I get it. That is entirely possible with the system, but we have already had a bit of a play with this and the results were not particularly nice. I guess that's because we have some basic EQ available rather than bespokely engineered nice resonators.Food for though for sure. Thanks for the explanation!
We've had so many comments regarding the game being too quiet in general. We have tried to emulate real world dynamic range to a certain point, but this is not possible in reality... Actually in the real world an engine reving under load isn't hugely louder than the engine decelerating IRL... what does have a larger difference is in the exhaust where you have huge pressure levels under load, and often not a lot when not under load. If you want backfire to be twice as loud (as an examply) to the exhaust tone.... we need to make the exhaust tone half as loud as it currently is...... and then the complaints about the game being too quiet with be more and more... Just going to accept we cannot have real dynamic range in the game.
OK thank you - was it you giving me the feedback on this all those months ago? Glad it's an improvement now anyway!
I only other thing I'd say is that a resonator is a heck of a lot more of a complex process than an EQ. An EQ can simply add or subtract something which is already there... a resonator will take something which is there, and add new "stuff" to it.
Thanks for providing an update on this! I noticed that for at least one mod - the Antonov airplane - it seems to have it's engine sound effects tied to this slider. I know we shouldn't be talking mods as it relates to game updates but I wasn't sure if other mod audio may also be tied to this slider? This just came to mind when you mentioned that you had confirmed it only affects UI sounds as, at least in this case, it appears to affect more than that. Perhaps this is just a one-off for the way this mod's audio works but thought it was worth mentioning
That mod has A LOT of custom scripts, it could be specific to the mod somehow, but could also be with the old sound system which it still uses