Coming back on this, I've been informed that our current supercharger audio code does not support this at this time. That's not to say it won't in the future, however, but there is no quick fix for make this happen as everything is done through physics models of each individual system. What I'm saying is that, unlike most games, we can't just hack in an event trigger to make it work. The physics model of that system (in this case the supercharger) needs to calculate it correctly. Hope that makes sense.
I think that lifter tick for the worn out configurations and better rod knock sounds would really be a great addition.
i really LOVE the sounds of the game. Its just entertaining, driving around with my sequencial shiftet, fully boostet Hirochi Sunburst. Its very great. Only 2 things could be better: The backfire could be more "Boom" and also at the rev limiter some engines sounds like nearby off. More energig rev sounds would be blessing. But all in all props to the sounddesigner, they are whishes at a very high level. Sorry for my bad english, havent used it for a longer time
I have to say that with every update I'm constantly blown away with the quality updates to the audio, great work guys! However, I do have some feedback. -Gravel/Dirt ground sounds are very quiet compared to everything else. -Wood ground sound needs a softer sound, for example when traveling slowly it still sounds very loud and aggressive -Vehicle collision sounds should be deeper somehow, maybe lower pitch, more bass? Needs more oomph.
that is really exiting i recorded a clip of Robin Larsson doing EM practice at Holjes 2 years ago, (yellow Audi) he had some loud anti lag bangs at this exact corner every lap my mic was set to low sensitivity so you can really hear how loud it is if you turn it up, for reference i would say the voice in the speaker was on the edge of being uncomfortable in my left ear, however that differs from person to person and i would say i have sensitive ears so just be a bit cautious
You guys still haven't fixed the volume inconsistency issue that I mentioned months ago, especially on the bus. Compare the idle sound volume in neutral to the idle sound volume in drive. The latter is much louder.
it's not so much a sound problem, more of a torque converter problem i think. the converter is trying to engage at idle rpms, and is loading up the engine. yes, the increase in load results in the increase in volume, but i think it's an appropriate amount (on vs off-throttle gain). the torque converter needs to be slightly smaller or less stiff, so that the engine can idle in drive on the brakes without straining the engine too hard.
The big diesels could use a little louder idle IMO, but yes ultimately it comes down to the torque converter loading the engine like you say which is pretty normal for most automatics IRL too.
That's all very well and good, but we don't have that sort of dynamic range in the game - we'd have to make the general sound of the game so quiet..... and then most people would complain that the game is much quieter than other games. Nice reference though. --- Post updated --- Thanks for the feedback.
Very nice, can't wait for it Is there a plan for better rev sounds? Mainly the cars with very low time between the revs (<0,1)(Don't know the english word for it, sry. I hope you know what i mean) sounds like off, the sound is like just disapearing when reaching the rev limit.
I think he means hitting the rev limiter, the engine goes silent briefly (which of course it would do in real life - well nearly silent, but oh well - when the ECU cuts fuel to stop the engine exploding). Doesn't sound like an issue to me (unless I am misunderstanding the statement)
i mean the RPM limit cut time. If its very low (0,1 and lower) the sound is like disapearing when its reaching the rev limit. At 0,05 and lower its like the engine has no sound Edit: IDK how it handles in RL, i doesn't drive my car at the rev limiter :'D But at driftshows etc. the cars stays at the loud scream doing pfpfpfpfpfpfpf, like normal at the rev limit, in Beamng i have the feeling the sound is like overlaping or something if the rev cut limit time is too low. Then the car is getting more silent at the rev limit then the way to the rev limit.
The minimum time is tied to your framerate since the relevant math is executed once per graphics frame. Ie. the lower your framerate, the more difficult it will be to have short times. Could also be the rpm smoothing that happens...