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Audio Feedback Thread

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

  1. Sithhy™

    Sithhy™
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    I still wish the engine sound for the Inline-6 (which is used for other cars than the ETKs) would be improved. It still sounds low quality & isn't pleasing to listen to if you're driving a car which uses that sound :(
     
  2. SebastianJDM

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    it sounds very electronic, almost robotic. the automation one is so much more enjoyable to use, which is what i usually end up doing
     
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  3. fufsgfen

    fufsgfen
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    I am finding myself avoiding ETK cars because of engine sounds, also new T-series sounds have made me avoid that too, I'm thinking how could I get sounds from some ETS2 mod to BeamNG, but that uses engine load based samples in addition to normal samples, afaik.

    Pessima is pretty much which I use that has I4, but that sound too is very artificial.

    Of course engine sounds are huge leap forward from single V8 sound, but if one plays Dirt Rally and then BeamNG, ear is not liking, but then again I'm not excepting small indie developer to compete with Codemasters, but obviously this is area where improvements are needed and afaik it is area they are working on.

    All good takes time and all that :p

    Sector 3 and Codemasters have quite much better engine sounds though, have not played Forza, but would think that is quite good in sounds department too, games like Just Cause 3 does manage to produce really nice engine sounds, so I guess world has moved forward from simple samples that loop more or less imperfectly to something more advanced and what I have read here is that BeamNG will have better like that too.

    There was introduction of 2nd audio source to engine sounds now with 0.15, but I guess current vanilla cars are not using that yet, but work clearly is done.
     
  4. SebastianJDM

    SebastianJDM
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    forza sounds are great, just not always accurate. they tend to use the same sounds for many cars that shouldn't sound alike (nissan GTR vs ford raptor). Both turbo V6s, but should obviously have a much different sound than eachother,
     
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  5. dvigatel

    dvigatel
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    As for me, the most realistic sound of motors in games that I have heard is in NFS PRO STREET. There it is also implemented as in BEAMNG - the sound of the exhaust and the sound of the engine itself without exhaust. But it sounds pretty realistic, especially at high engine rpm. And the sound of turbines just do chic ..))
     
  6. fufsgfen

    fufsgfen
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    I did try to record sound from Dirt Rally, kinda hard not to crash when doing stage first time and I have not driven many stages, but they got sounds right. Sounds in that game make it enjoyable though even UI is one of the worst ever and driving is plain weird:


    BeamNG is progressing forward though, lot of pieces are at place already.
     
  7. fufsgfen

    fufsgfen
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    Here is gear whine, on power each gear has own kind of whine, but when coasting it changes less or not at all depending which gear is on:
     
  8. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

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    I love the v12 sounds. The bovs and turbo whine is great. Suspension and crashing sounds are excellent.

    My issue is sound quantity. Seems sound goes to hell when there is a car with a flat tire. Multiple cars and a flat tire will kill the sound processing especially in replay mode.

    If there is an ambient sound and five cars driving the sound system cannot produce all the sounds cleanly.

    Sound Blaster Z.
     
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  9. TDK

    TDK
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    Thanks for the feedback!

    Is there any chance you can do a video capture of this please? Also, and this may be rather difficult to do, but the rumblestrip uses the same playback system as the flat tyre, so do you get the same issue when driving on that?

    Does it happen straight away or after a certain amount of time.

    And what do you mean when you say "Multiple cars and a flat tire will kill the sound processing especially in replay mode." - do you mean the sound system stops (killed), or stutters, or slows down, or something else?

    Thanks.
     
  10. krallopian

    krallopian
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    I just saw this now that I'm in bed.. Figures.

    I'll get a video of it in the next 12 hours. It doesn't kill the sound just. . breaks it. Extremely poppy, like when an asio driver is set to 1ms instead of 20.. Etc (actually just realized that may even be an issue since my buffer is set low for music production)
     
  11. TDK

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    If the ASIO driver buffer is too low for the game, I'd expect it it bugger up straight away though, not just when you have a flat tyre. As far as ASIO is aware, it's just getting a stereo stream from FMOD's internal mixer.
     
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  12. krallopian

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    I'm going to lose my mind if this has been my issue all along! I'll get back asap
    --- Post updated ---
    Unfortunately ASIO settings did nothing, from 2ms to 100ms input/output latency. :'(

    Uploading a video now to show the situation - I've heard this on multiple youtube videos, creators saying, "If only the sound didn't completely blow up" or "I only put music because the sound broke" etc..


    @TDK
     
  13. TDK

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    It looks there like the frame rate has broken completely, looking at the speed indicator smoothness etc. That could of course be caused by the audio, but certainly needs proper investigation, so this needs its own separate bug report/thread rather than here - which is really for more general discussion and feedback.

    https://www.beamng.com/forums/troubleshooting-bugs-questions-and-support.5/

    Thanks!
     
  14. krallopian

    krallopian
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    alright.

    Ive assumed the audio killed the frame rate (as you can see on the graphs) but you're saying the framerate is killing the audio.
     
  15. TDK

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    It could be either/or - needs to be investigated by QA and programmers
     
  16. rocksim

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    I think that the exhaust after fire should be more of a “pop” or a “bang” than the “boom” that it currently is.
     
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  17. DD-Indeed

    DD-Indeed
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    Correct, and with suitable ambience systems for reverb etc, those would be realistic too.
     
  18. TDK

    TDK
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    Update 0.16 is out now - all future feedback for this release only please. We're still working on balancing etc and trying to make sure mods are supported as best as possible without holding us back with new features etc.

    Seb, the code team, and I have done a fair bit of work on this one, and we hope you enjoy the new features :D
     
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  19. DD-Indeed

    DD-Indeed
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    I haven't played the game for a while and was glad to hear new engine sounds, right direction. However, there was some problems with them playing properly when multiple cars were running at the same time on small area, some sound cuts here and there. Also, sounds without exhaust(s) could have a little more power and rawness to them.
     
  20. sjbphoto

    sjbphoto
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    I could see them making them more raw, but the might start to sound distorted and low quality the more raw sound you have (automation for example, the really loud ones sound garbage in beam, so you can’t go too loud). I already am pleased with the way they sound, it’s definitely an upgrade. Is the audio lag glitch caused by FPS or are you getting smooth FPS while it’s glitching the audio.
     
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