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Audio Feedback Thread

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

  1. TDK

    TDK
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  2. TDK

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    The game's sound has had a LOT of attention over the years, just not the vehicle powertrain since we didn't have the tools to help create the flattened RPM loops (it's too time consuming to do everything by hand).
     
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  3. TDK

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    I don't understand what you're talking about, can you explain please?
     
  4. TDK

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    Tricks of the trade. Various sound recordists build their own windblockers over the years, plus the use of foam, teabag squeezers were once used you know :) Plus if you know the right people, you can purchase the fur used on various commercial wind jammers.

    Placement is also important. Use the body of the vehicle to help reduce wind buffeting.
     
  5. TDK

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    No, because the game doesn't actually know that you're inside the car. There is a 'quick fix' for the cabin filter, but aside from that there is no concept of inside or outside a vehicle. This makes mixing the game much more difficult as on other titles, they will have camera views which are then linked to mixing desk "snapshots" where you just, as you say, reduce the volume of tyres in cabin view.
     
  6. TDK

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    smod92 I presume? Yeah, I'll need more information - haven't seen any other reports of this.
     
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  7. robben896

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    That is also obvious on the mustang sounds. Is it possible to clean them up also?
     
  8. TDK

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    They have already been cleaned up as much as I would like to, so much else to do.
     
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  9. ISO_Master

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    Yeah, the V8 sounds very "looped".
    But, the new 5.8L I6D Engine sounds actually clean.

    By the way, does this come from Cummins 5.8L?
    --- Post updated ---
    He means that engine audio debug's "Copy to Clipboard" pastes the parameters line-by-line in a text editor and doesn't look like what you would find in a vehicle's_engine.jbeam, where it's sorted in a more "eye-comfortable" order.
    Here is the covet_engine_sohc.jbeam and behind is an example from Gavril D15 copied, where you can see some weird fractions, like 0.200000003, and "minLoadGain" and "maxLoadGain" missing.
    upload_2024-9-23_18-22-29.png upload_2024-9-23_18-24-52.png
    That's more of a UI/jbeam thing though.
     
    #1329 ISO_Master, Sep 23, 2024
    Last edited: Sep 23, 2024
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  10. TDK

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  11. Musicman27

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    The new Grand Marshal V8 sounds are just...
    so_good.jpg
    --- Post updated ---
    Thats also how you get meme engine noises where someone grunts, then uses it to make god-awful, but strangely hilarious, engine noises.
     
    #1331 Musicman27, Sep 23, 2024
    Last edited: Sep 23, 2024
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  12. Musicman27

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    I must know where you got the new Grand Marshal engine sounds. Cuz now I kinda wanna buy one, plop it in my civic and straight pipe it (never gonna happen lol).
     
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  13. FFIVGUY

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    I don't know how feasible this would be. Is it even possible with fmod to have an lfo filter would be attached to the auto pitch value so that when the rpm is increased the lfo speed would increase as well. I was wondering about this since it would if it were possible, it could maybe be used to add more variety and character to the engine sounds in-game.

    For example, there would be a pitch and volume lfo and you would be able to input a pattern that would repeat with the sample.

    For example, if you wanted I4_2 to sound like an I8 you would make the pitch pattern, 0,-50, 0, 0, -40, -60, -20, -10 (cents). Semitones could be used as well. the volume pattern could be something in db that would give it the smoothness of an I8 or give it the sound of a more uneven I8, and then bring the sample up an octave if needed.
    I don't know how many more resources can be allocated to audio, though.

    If it feasible, than the patterns should be able to be made in the jbeam files so that it could be used for engines, exhausts, intakes, and so on
    This would only be a short-term thing until engine sim could be used for samples or integrated.
     
    #1333 FFIVGUY, Sep 24, 2024
    Last edited: Sep 24, 2024
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  14. TDK

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    The FMOD LFO has a maximum speed of 10Hz, no-where near as fast as what you'd need for what you're suggesting.
     
  15. FFIVGUY

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    I don't know why I'm this weird sound around 3000--5000 rpms and I don't know what's causing it.
     
  16. tiv2222

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    I'm curious why you guys decided to copy the jake sound from the i6 to the v8. I love the sound of the v8, but may I suggest recording a mack e9 for the jake sound?
     
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  17. ISO_Master

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    Would it be possible for petrol engines to make offGain and onGain of just "soundConfig" (not exhaust) be based on the throttle factor? Something that old .sbeam's used. I mean, that you could hear the intake stay open while hitting the rev limiter.
    Here is a good demonstation:


    Also, currently, it sounds weird when a Bastion V8 intake screams, while being barely open at low RPM. Yes, I know it's based on the engine load.
     
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  18. brunifdez

    brunifdez
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    Have you actually started experimenting with AngeTheGreat's Engine Simulator to create new engine sounds?
     
  19. MotherTrucker02

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    I agree and honestly I think the I6 jakes still need a little work too, but I can't really place what I don't like about them. However I don't really think it should be a priority, it sounds nice enough. Side note I found this International with a V8 Cummins that sounds great and the jake sounds even better:
     
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  20. tiv2222

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    KTA19 is an i6 not a v8, but it does sound sweet. And yeah def. the v8 should be the priority.
     
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