WIP Beta released Sounds development hub (EA)

Discussion in 'Mods and Skins' started by Tronadorous, Mar 2, 2018.

  1. Tronadorous

    Tronadorous
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    Not a Vtec for once, new lovely I4 sound WIP demo:



    Managed to find both intake and engine notes for this excellent sample. If i can MAYBEEEE find a decent exhaust note to use with it...then hooray! Regardless, I think this sounds great, a throaty I4, that will be get released soon but probably not for uno but we'll see.

    There is a bunch of great sounding V8s and V6s and even I6s I want to explore as well, some of them are actual high quality dyno samples too, so there will be a distinctive note about them. Once again, currently, there is only so much i can do to counter act the weird filters applied to custom sounds, but overall, I am just trying to copy the 67 camaro sound design and the diesel van, just so things are continual. I may even try using and implementing @440cid addon engine sound thingy tool, that way, people can use the use for any engine upon a vehicle instead of me making my own :). Until tomorrow.
     
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  2. Tronadorous

    Tronadorous
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    Hey.

    You guys know the insane sounding hotwheels mustang from FH3? Well, I finally managed to find the samples for it...in the original FH1. Safe to say, it sounds pretty awesome:



    Excuse the quick clip and weird laggy bits with terrible driving haha, dunno what was going on here!

    Again, this is just the exhaust note being used for "on" and the intake note being used for "off" it doesn't quite have the same "layers" as the FH3 sounds yet, but that's in progress!

    Also, fun fact: FH1 has a sound sample for pretty much every single car in the car, EVERY single car. There is over 900 sound bank files, including bike engines and other 2cyl engines, among a whole host a I4/I6/V6/V8/V10/V12 sounds. Absolutely boggles the mind...i spent loads of time getting all the DLC sound files from FM4 and even FM3 but low and behold I didn't need to because it's FH1 that has the most...by a fucking country mile too!

    It's incredible how much detail they put into that game. Now, not all 100% sound "good" in their native states, a lot of vehicles mix and match between 3 or 4 different combinations of samples, but in terms of the actual engine notes, the majority are of exceptionally high quality.

    Anyway, safe to say plenty of interesting things on the horizon now, pun intended!
     
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  3. Tronadorous

    Tronadorous
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    Diesel mod has been uploaded, waiting for approval.

    If you can't wait, download 440cids "sound selector" mod here:https://www.beamng.com/attachments/440cid_soundmod_selector_v10-zip.389135/

    Then download my diesel mod here: https://mega.nz/#!DJVDHYrQ

    Enjoy and please as always, feedback welcome!

    Here is a quick (yep ends in me crashing the car...xD) overview preview of the sound:



    Side note, i never realised Beam guys have made their own damn diesel sound for the game! FFS xD! I only just noticed when testing today their is really nice sound sounding I4D sound made for a bunch of the cars...sneaky! Unless i'm ultra blind, i can't see this change documented anywhere? Unless it was added aaaaaaages ago and only recently been enabled, still...despite all that, you have an alternative lol.

    EDIT

    Figured more out about exhaust notes samples, kind of.

    So, custom sounds don't get the same luxury treatment as the 3D and positional sounds the default sounds get when using the exhaust and engine samples together. I mean, they work, and so far, i've managed to get a great sounding V8 working with both samples...but they are far and away anywhere near the complexity going on with the default sounds. I don't know if this has something to do with the "sfxblend" files only being "2D"...perhaps there is a chance the vanilla sounds are using a 3D profile (no, i changed from 2d to 3d that doesn't work)? Who knows...really hope the wiki updates ASAP especially for sound,
     
    #183 Tronadorous, Sep 3, 2019
    Last edited: Sep 3, 2019
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  4. Tronadorous

    Tronadorous
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    Lots of posts in a row...apologies!

    Here is a test of using engine and exhaust samples on a new V8 sound. Sounds really good to me! It's still way off vanilla functionality as stated above, but you can clearly here the difference of the separate samples and how they function together to create a clearer sound :). I showcase the differences, how it's used, interior and distance views too. Nothing to crash into this time ;) heh.

    This may be the next release, followed by more V8s and V6/I6 sounds



    Feedback always welcome all :).
     
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  5. Elving

    Elving
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    That sounds awesome! Love the raspiness of it :)
    Btw, since you can make sounds from FH1, may i suggest the Supra´s engine sound for the 6 cyl turbo engines in Beamng? :) Again, awesome work!
     
  6. Tronadorous

    Tronadorous
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    Cheers :). I know the sound...heh. Unfortunately it's not quite as simple as just doing it. Not all the files are as natural or relative as you may think, a lot of cars mix and match engine and exhaust samples from other cars to create unique sounds. Reproducing the 2JZ exactly as it is in game will not be possible, because not all of the natural samples seems to work together to produce the sound you here. Intake and Engine Ambience are the biggest culprits here, same goes for exhaust note in some case, they simply do not "gel" correctly in a way FMOD is used in Beam.NG, hence why the above few sounds are rare examples of things seemingly sorta...working, lol, by blending all 3 samples into a natural way for an engine.

    In short, I'll try, by having a look at the xml data of the vehicles :). I really really want to reproduce some of the more insane, awesome sounding engines from FM4/3/FH1 like the "RAMPAGE" SRT8, a few of the race I4 and I6s and others a bit like my 67 camaro sound mod. With that, it's a lucky example of all the sound files inside the archives being of seemingly super high quality and clarity, they certainly loved dyno sessions with V8s :D, who wouldn't! Heh.
     
  7. Tronadorous

    Tronadorous
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    Here's the NT855 Diesel sound samples again just on the truck this time. It's using an exhaust channel this team. It's sounding good IMO although i still feel something is missing, the engine audio debug tool is REALLY not making things easy when it's not reading the values of my .jbeam files properly (for some reason the "maingain" decibel range is like 8db out, so when i put "0" as main-gain it reports in game as it being -8 which is...interesting. Any who:



    After this, no more truck or Diesel engines, only 2s/I4//I5/I6/V6/V8/V10/V12 engines and anything else obscure and in-between.
     
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  8. Tronadorous

    Tronadorous
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    Just a quick one. Now that the Diesels are done, future plans are: V6, a "noisy" V8 probably either racer or stock car and then i'll just be updating some of the previous sounds to support the "sound selector" method as it's so much better!

    Any suggestions let me know :).
     
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  9. Tronadorous

    Tronadorous
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    Hey, new sound? K:



    Racing V8 audio samples, absolutely love it, so much detail and really fun to work with. Both on and off throttle have a ton of character to it. Idle is around 2000rpm as it's a race engine, max rpm anything from 7600rpm-8000rpm as the sample stretches out quite well :). More to come (this is now on the repo, just awaiting approval).

    I'll upload some more, less nuts, videos of this sound shortly to this post :).
     
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  10. zzSlideyzz

    zzSlideyzz
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    Hey bro can you do a sound of a straight piped 235 Inline 6? Thats the sound of lowrider bombs, I would love to hear that in the game. Thanks





     
  11. Tronadorous

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    I mean sure, if we get on board videos of consistent driving and RPM values on camera but YouTube is a minefield of quick clips, poor quality, or generally speaking for the majority of videos, awesome sounding vehicle videos with content that just can't be used with FMOD.

    Now, if we had a granular synthesis system plugin like the plugin for Unity, that allowed engine "ramps" from idle to redline and back down again then technically speaking you could reproduce any sound, from nearly any clip from any car possible.

    Perhaps if such a audio plugin could be developed, I could release about 100 mods immediately . Until then, I only work with samples that can be looped, are consistent rpms and have both on load and off load sounds samples :).
     
  12. lioneljohndeere

    lioneljohndeere
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    i love your work on the sounds
     
  13. supercharge71

    supercharge71
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    hey Tronadorous, absolutely loving your racing v8! I found a video of Fonsecker making a assetto corsa sound mod with fmod they are the quality of yours so it got me thinking that you could use this video to your advantage since he's using recorded youtube videos for his sounds
     
  14. zzSlideyzz

    zzSlideyzz
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    Alright bro if i can record some myself or find some good ones ill send em your way. Thanks I appreciate your response.
     
  15. devo343

    devo343
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    maybe a more modern v8 diseal like a cummims or a duramax
     
  16. Tronadorous

    Tronadorous
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    Yeah, can do duramax, although the quality of the samples are not that clear, it's a very rough and bassy sound that doesn't translate that well. I can do a LMP Racing Diesel engine NP, a V12 Diesel as well possibly.

    Again at the moment as soon as it hits october i'm going to be limited with time, I'll maybe have another release come before, but until then, nothing promised.
     
  17. zzSlideyzz

    zzSlideyzz
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    What about this clip?
     
  18. TDK

    TDK
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    FLIT KILLS MOTHS
    BeamNG Team

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    Not quite correct. You need a seemless ramp from idle to redline. The granular analysis tech looks at what it expects the sample size to be based on the time it takes to do an engine rotation, which is also based on the number of cylinders..... as well as an FFT pitch analysis. From that it then extracts the grains from the recorded sweep. If there are bits missing from the recording, this screws up the analysis quite badly. This is exactly the toolset some racing games developers use, but the recordings to make it work have to be quite specific.
    --- Post updated ---
    Also, if you've got a very good ear, it is entirely possible to flatten the pitch of a sweep by hand in an audio editor, and create your loops from that.
     
    #198 TDK, Oct 9, 2019
    Last edited: Oct 9, 2019
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  19. Tronadorous

    Tronadorous
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    Wow, thanks for the input TDK great to see you in my thread, hope you've enjoyed the mods i've produced so far :). Also thanks, I must admit my knowledge of the GS was purely trial and error based off of GTA 5 assumptions and some FH3 assumptions, I didn't realise until now after you said that, that indeed i missed quite an important part of it, the set rpm recordings contribute to the sweep to produce proper effects, this was always confusing me why FH3 GS sound banks had both sweeps and particular RPM set's in their.

    I mean damn, I suppose i could give that a go, could I do that in FMOD or Ableton? I'll give it a go, I feel like I have a good ear so far, I spend nearly 2 days on one sample of about 70 or so just to get the blending and timing ratiod down JUST so it made the same loop seamless...all good fun...lol!

    Don't suppose you have any idea how to make custom sounds make use of the audio debug tool properly, like adding muffling and backfires and on and off load volume to work? I have the samples, and sfxblend files, but don't know how to layer them all up to make changes like you can with vanilla sounds.

    I'd also like to close by saying thank you so much for continuing great work on the sound development of the vehicles and effects, some of the vanilla sounds now are absolutely excellent quality, even more so when fiddled with :).
     
  20. zzSlideyzz

    zzSlideyzz
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    So then its possible to make a car sound from the files that i provided even though they arent top notch? Just wondering.
     
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