Here's my 2 cents. I don't care how "realistic" it sounds if it makes the game unplayable / unenjoyable. Why's my car sideways? There was no audible indication I was even sliding. Why are there black marks on the road? There was no audible tyre squealing sound. Vehicle tyre squealing isn't even audible over the "road noise" or whatever it's supposed to be (it's not aero, I turned that slider to 0). Compare it to Assetto corsa, and the tyre squealing is super evident, letting me know the car is about to let go. BeamNG 0.29's tyres don't even make an audible sound until the car is already sideways into a fence because the low volume is drowned out by the rolling road noise. Not to mention I hate the new tyre squeal sound, but that's just personal preference. It sounds like a push bike tyre being dragged over a whiteboard. I went back and tried 0.23 (the only other version on steam) and the tyre squeals are far louder at lower amounts of slippage, giving much better feedback that I'm pushing the car too hard.
I personally haven’t had any problems with the new tire sound and I believe I’ve been able to hear it perfectly fine in most situations, whether at fairly low slippage or not.
Then this must be another one of those issues that only affects some people because for me the tyre squeal sounds are far too quiet when compared to the rolling noise and the engine sounds. Assuming the upload works, here's 0.23's audio vs 0.29's audio (safemode because 0.29 is modded to high heaven) vs assetto corsa. It's extremely clear when you're understeering in both 0.23 and assetto, while 0.29's tyre squeal is (to me) barely audible over the much MUCH louder engine sounds. And yes, I can turn down the engine, but the tyre squeal is still overpowered by then rolling road noise. As I said, I don't care about realism if it makes the game un-fun to play. Having no audio feedback as to what the car's doing, I might as well just play with sound completely turned off & just use the shift lights to tell me when to shift. edit: The IRL video that made me realise how bad 0.29 is for me You can very clearly hear the tyres losing traction even over the loud engine in what is a purpose built race car (all be it on street tyres at the time) Go to the 1:40 mark
My only and persistent problem with audio in this game is with a P2 device, when playing if you remove the P2 device and connect again the game becomes muted and sometimes freeze the game, to fix i need to realuch the game
I actually will say that several people have reported road noise that is far too high, I'll admit that. I may have been mistaken in my statement, at least as far as concerning road noise.
It's only slightly muffled, by the roof and glass - max coef is 0.38 for the turbo, 0.3 for the others except the bass which is 0.22 due to not having a roof. To be honest, this system was only to be a quick fix for open top vehicles, but we saw we could use it further than just for that. Remember this is just so we have 'something' until ray casting does the job properly.
also in terms of interior audio, the bus' horn is quite loud on the inside. its like it has no muffling.
OK, thank you. The issue here is the filter coef idea simply doesn't work so well with the bus. It two doors, and (in jbeam terms) one window... I've increased these values to those, so there is more filtering generally.
--- Post updated --- While you're at it can you make the cockpit volume louder overall for all of the regular cars? Every car sounds like a luxury model with 200 pounds of soundproofing. I have a bone stock 2015 Subaru Crosstrek irl and when you floor it you hear that flat 4 loud and clear.
I had a 2003 Elantra and they hadn't ever heard of soundproofing at the time. People always told me to turn down my radio but the car was always loud just due to road noise.
yeah I feel like the interior damping is just way too much. especially on cars like the covet, miramar, pigeon and wigeon.
Agent_Y's global vehicle editor mod allows you to change the amount of muffling within the cockpit! I set it to 50% and it sounds much more realistic. His work on that should really be implemented as standard in the Audio section of the Options. Thanks @Agent_Y!
No this should not be implemented in the main game because it destroys the balance between sound muffling when removing parts of the vehicle vs when all parts are equipped. It's just a quick and dirty trick meant for old mods that don't natively support this feature.
Yeah, that's fair enough. We are just using standard values for everything atm. I'll take a look, but low priority.
It's an extremely plesant experience opening and closing most doors and booot lids as well as engine bay lids. especially on the offroad italian truck.
I really like all the updated sounds, skidding, the different parts dragging on the ground and the cars sliding on its side or roof (what an awesome sound) But as im using the replay tool more and more (To be able to use the path camera tool) I have noticed the replay system really is missing a lot of good sounds (Metal dragging on the ground) Is this something that can be fixed sooner rather then later. I really don`t want to go back to recording my videos in real-time (lacking all the cool camera movement i can use with the camera path tool)