Better Ambient+Exhaust Sounds/Physics

Discussion in 'Ideas and Suggestions' started by Kueso, Aug 6, 2019.

  1. Kueso

    Kueso
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    Hey all, my first time posting a thread in Ideas & Suggestions, forgive me if these things have been stated previously.

    I believe that we need better ambient sounds and sound physics, now that we have gravel, reverb in tunnels, etc.
    by ambient i mean sounds that the car makes or we hear (birbs, etc) need to reflect how the terrain around them
    this video expains it all:

    listen to how the reverb bounces off the wall and creates a far away sound, when the car is really only just around a corner
    also exhaust pops
    i expect something like this in Beam with a 1000HP car with no exhaust, but just get tiny pops
    even then, the crackle/pop sounds are very meh.

    IDK if the game already has this stuff, but i have never experienced it.
    am i just overlooking it or missing something?
    Or is the game's sound engine not capable of recreating something like this?
     
  2. Kueso

    Kueso
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    tunnels only
     
  3. Kueso

    Kueso
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    hello people?
    especially mods, id love some clarification on the state of the sounds/sound physics i mentioned in the OP.
     
  4. hmR-

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    I'd love to have a better and deeper sound impact as well.
    As a car enthusiast, I'm waiting for the day we will finally be able to have proper car sounds in games.
    Not only BeamNG but every other game just can't express that power a big turbo engine can make, even tho we have good examples like the Dirt series, it still doesn't represent the authenticity, that crazy good feeling you have when you see a modified car in the street. Just listen to that Audi in the mentioned video, damn, it's absolutely a monster. I wish we had this "strength" sounding good in our games!
     
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  5. Kueso

    Kueso
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    yes!
    this man gets it!
     
  6. DAYTONAAAAA

    DAYTONAAAAA
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    Currently, much of the sounds are still prototypes. Especially the scraping sounds.
    Admittedly, while sound effects themselves could use "some work" (if any), the way the sounds are recreated in the game are unlike any other.
    The way the plastic scrapes, the way collisions have different levels of crunch (not just in volume), etc.

    Currently, they're working on a built-in scenario-editor that uses flowcharts rather than code (honestly pretty impressive).
    Also, the older maps are being remade almost from scratch.
    So, the sounds may be updated some time in the future, but don't expect it to come soon. They have other priorities.
     
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  7. Kueso

    Kueso
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    im not suggesting they update it now, i was just pondering the questions.
    and yea, i see your point. i know how Beam does it is very impressive, and i respect them for that.
    also, the scraping/ crashing sounds are great in my book. Again, i didnt mention those (in that they needed to be changed).
    i only really have beef with the exhaust pops, and the general lack of reverb/dampening based on the cars surroundings apart from tunnels.
     
  8. CN877

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    @TDK may be able to answer this is greater detail :)
     
  9. FFIVGUY

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    You can go into the engine and exhaust audio debug app and mess around with the frequencies which can can actually produce sime pretty nice results. (Just remember to input the values to the engine.jbeam file when youv'e got the sound you like) And don't forget you can also use the sounds that exported with automation vehicles you make which do sound slightly better. You can also edit an exhaust/muffler file to have more of a sound change and even less muffling which gives it a really nice loud and unmuffled exhaust note. You can also change the value for intake muffling as well as edit a supercharger or one of the sport intakes to have more or less gain including muddling and additional frequencies in addition to the ones for the mainengine. I am not sure if you can change the frequencies of individual exhausts from the exhaust/ muffler file. I asked about that and didn't get a response. Hope this helps a little.
     
  10. TDK

    TDK
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    FLIT KILLS MOTHS
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    Thanks, yeah so Seb's been looking at a bit of this sort of thing and how we can use existing tech to do any of it... but further in to the future, we'll hopefully be looking at raytracing around the car and map to work out where sound interacts with the environment. Thing is, it's not cheap on the CPU at all, and the game has got more important things for those important clock cycles at the moment.
     
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  11. Kueso

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    Thanks guys for the replies, i appreciate it.
    Also that good to know. I had no idea how taxing it sould be on the CPU to raytrace the environment and have the sounds be affected accordingly.
     
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  12. TDK

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    FLIT KILLS MOTHS
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    If it was the only taxing thing Beam had to do, it wouldn't be a problem.... but the awesome physics do come at a cost....
     
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  13. Kueso

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    Fair enough.
    Thanks for the info though!
     
  14. HIderi

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    damn that audi tho
     
  15. Kueso

    Kueso
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    yeah
    i want any audi with that 3B 5 pot
     
  16. TDK

    TDK
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    FLIT KILLS MOTHS
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    Once we do have ray tracing, which is most definitely on the list, we can also use that to look at solving the issue with the interior camera and breaking a roof off, or indeed open top versions of vehicles.... and hopefully at some point, how the cabin filter (eq) changes when a window is smashed... it's all on the list ;)
     
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  17. Capkirk

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    Sounds awesome. I imagine with raytracing getting more popular with Nvidia RTX and such, we might see more efficient ray tracing algorithms and better support for it. Hopefully it's enough that you can keep the CPU load low.
     
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  18. FFIVGUY

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    does this also include opening and closing windows (audio wise)?
     
  19. Kueso

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    well- being that we cant do that yet- it probably gonna come in the future
     
  20. TDK

    TDK
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    FLIT KILLS MOTHS
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    That is what we want to do ultimately, yes... in surround.
     
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