I think I reduced the internal filter too much, so that's been fixed for another release. The problem I have is simply getting a balance between stock cars and race cars... and I haven't got it right yet.
But we are still only two people. An audio upgrade means so many things. It could be the engine sound system upgraded with many new recordings for the cars.... which is still a problem for us that we have quite different sounds between a muffled and unmuffled exhaust... and as I mentioned in my "big" post. Audio designers can't do a lot of what we want to do without the physics engine supporting it, and the physics engine has to be done properly. We don't have a line of physics programmers all working on solutions together which is why things take time.
Ahhhh, but what if the vehicle you end up driving doesn't have a roof or windows (for whatever reason). You WOULD then expect to hear those sounds. These are sorts of issues we discuss that need supporting to make a feature work within BeamNG.
Idk when it was changed because I only noticed it now, but THANK YOU SO MUCH for making the police siren more muffled in the interior! It was so annoying to hear it all the time when chasing someone, now you can just switch to interior camera and you can't hear it anymore!
That may have been an unintentional mistake, I'll need to check. If it was, it's simply enough to muffle sirens more. All of this sort of feedback is valuable though - it's the sort of thing which isn't on my radar tunnel visioned radar generally, but happy to investigate when things sound wrong.
If Windows knows you have 4 audio outputs, FMOD "should" downmix 5.1 to 4.0. We currently don't use the centre channel, so all it really needs to do is mix in the LFE when required. Having said that, if your 4.0 system has bass management it will do this automatically anyway I think.
I have a wish regarding sequential whine, if setting cabin muffling to 0, there's no whine in comparison to 1. Realistically racing insulation is not good (none), we set to 0.5 but you still lose whine and it's quite lower pitched. We want to set it lower than 1 to gain raw engine sound because when you set engine to be realistically loud inside it's impossibly loud on the outside, so reduced muffling helps to balance this. But gearbox losing sound is unexpected problem. I don't know if it's possible to make it independent from interior/exterior and reduce it's range to car body. Don't know, just a wish to have in future edit: work on mod is going slowly (if someone interested)
Maybe having engine or gearbox or anything important that emits sound get their own parameters for muffling, like in audio debug, just an idea, since one global one wouldn't cause stuff like this
Classic V8 sound does not work correctly. The slower the speed is, it will sound as if you were going that speed, not as if it were slowed down. Pretty weird sounding when crashing classic/old cars.
Alright I'll write here, so what are the changes exactly, since it was said the mid engine (scintilla) and turbo are unmuffled, the muffling slider was meant or what, since i didn't notice any changes in my gt3 mod, that uses scintilla body and chassis. Should update these jbeams to have effect? Just needs some clarification for the changelog, thanks
Still don't understand what you're actually asking? "How do I get it to not sound like it's stereophonic / the sound that you get when you stand in between 2 tvs tuned to the same channel" ?