Just so I understand here peeps, some older mods use the blend engine system, and you're saying the volume of these is going through the UI slider? I just tried this with the old I4 blend and this wasn't the case for me.
I'm not sure about the technical aspects of the audio engine but what you described is what I - and others it seems - are experiencing with certain mods. For some mods, the overall volume seems to be tied to the 'User Interface Vol.' slider. I posted a short video of what's happening earlier in this thread here: https://beamng.com/threads/audio-feedback-thread.44084/page-41#post-1394483 This was prior to a hotfix when the 'User Interface Vol.' was called 'Effects and UI Vol. I just tested it again and confirmed that it's still happening with the 'User Interface Vol.' slider. A couple of mods where this happens that you can test with: WIP Beta released - [Somewhat outdated] MAN TGS Euro 6 | BeamNG Released - [0.21+] Antonov AN-12B (Fixed Lua Error!) | BeamNG Hope this helps!
OK - thankyou... The MAN mod won't run on my build, spews a load of errors in the console, however, the engine.jbeam of the MAN mod points to an FMOD engine/exhaust, it's not using the older blend system. The plane is running, and comfirmed that the engine is coming through the UI slider.
For example, if you start skidding in place in a car, and then move the camera, say, 300m. At this distance, the sounds from the car are muffled, but the sound of rubber whistling remains unchanged, as if nearby. In other words, they fade too far
That's not possible. Whilst our maximum distance for volume (at the moment) is 1.4 km each skid event has an additional "roll-off" (the amount it decreases in volume of distance), which is admittedly a small -1db per meter on top of the spacializer, but they are going through the distance EQ (which cuts off high and low frequencies) again based on distance. Are you running any mods? Here are my checks https://media-cdn.beamng.com/v/NJ3F6vQ76UWImMjv https://media-cdn.beamng.com/v/zOVbt7gHZ2XOyMZC
Well, as the distance increases, the sound of the slide weakens. But somehow it doesn’t sound realistic, in life it’s a little different. I don't know how exactly it should sound, but the sound of sliding clearly stands out from the background of other sounds, does not fit into other sounds.
OK, well thanks for the feedback. I'm not really sure what we can do about this to improve it. If you do come up with some ideas or reference on how you think it should sound then for sure, please post it here so I can review it
If I may add a suggestion, I think increasing the roll off to say -1.5db per meter may help. I do agree that the tire sound seems to carry quite a bit further than the engine sound, at times. Especially if the vehicle is running a quiet exhaust, the tire sound drowns it out even after a short distance away.
Would it be possible to make the dragging/rubbing sounds more dynamic? There seems to be a lack of pitch, frequency and volume variation - An entire D-Series coming to a screeching halt (or lack thereof) on metal does not sound noticeably different than a Barstow bumper slightly dragging on some pavement. Also, a bumper rubbing against the ground at 30 KPH barely sounds different than it does at 160 KPH. It'd be really nice to see the rubbing system improved upon, as the tire sounds are noticeably more dynamic (and sound great).
Thing is, with a stock car you would expect tyre squeal to travel further than the exhaust note. I've heard drift cars where the squeal also travels further. Now we can automate the min/max distances of sound events again, I'm going to look at putting this back in (it was some functionality which actually got removed from the middleware a couple of releases ago).
As with many other sound categories, it´s all about finding that right compromise for the dragging/rubbing sounds. Our scrape system is shared across all cars, and all parts of a car, so are the parameters (e.g. scrape speed, size, force etc.) driving that system. The danger of tweaking the scrape system to get improvements for one particular scenario, is to make it worse for another scenario. For example, if we were to increase the dynamic range, e.g. the volume difference between the quietest and loudest scrape, it might become too loud when the citybus is grinding upside down along the highway at 200 mph. That being said, it might be possible to find a better compromise than what we currently got, and indeed I agree with what you´re saying - there could be more variation as far as the scrape system is concerned. I´ll keep that in the back of my head, currently we focus on audio content that is still missing in the game and more drastic improvements of other categories. Thanks for the hint!
That's true, I think the min/max distances might help then. Thanks for the reply! Also, I'm sorry if this has been asked many times before, but, is there any plan to revise the engine sounds for the Bastion at some point? I wasn't sure if the existing V8 sound was going to remain 'long-term' or if there were plans to modernize it a bit in the future.
There are plans to replace most if not all of the eng/exh sounds when we improve the whole audio system for that. For the Bastion specifically short term - no. We are struggling to get any new samples from our supplier. We are looking at short term steps so we can start using our own recordings, or licensed RPM sweeps, and I'd hope we'd have that at least some time this year - then we can look at what we may want to change, but we really want to keep the unmuffled/muffled system - and getting source for the unmuffled exhausts is a problem - indeed, many modern cars won't run without an exhaust system.
Not sure if this is the correct place to ask but im curious about a few sounds, I am using 0.14 and almost all of the vehicles sounds are different, some actually sound better than the current ones, and i never knew there was a major sound update. Was there a major sound update from 0.14? And why?
Yeah, we moved to using audio middleware - I can't say what version as it was before I started here. Unfortunately the old sounds don't have the unmuffled exhaust-less versions, that's why we are not using them.
Half of old mods have broken sounds AGAIN like in update 0.23. Same sound samples are broken as the last time: B4, B4S, I4, L6, V6, V8, V8_2 and V10. So all the ones that have only engine sound and no exhaust.