1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Audio Feedback Thread

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

  1. The Shotty

    The Shotty
    Expand Collapse

    Joined:
    Mar 15, 2014
    Messages:
    1,556
    Is it possible to change what sounds the game uses for the transmission whine or add custom ones?
     
  2. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    Not yet, but we are still working on the audio modding system.
     
    • Like Like x 2
  3. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    557
    Will we ever have an I3 Diesel engine sound
     
  4. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    I don't know.
     
  5. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    557
    I went to the website to check it out to see if I could use it to make some sound mods and how much it would cost if I had to pay for it but found it was unavailable due to new tax codes
     
  6. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    Yes it’s been like that for a while. The results were not good enough but at least a good starting point. Synthedit was the software used to create the app.
     
  7. Confused_Deer43

    Confused_Deer43
    Expand Collapse

    Joined:
    Jun 8, 2013
    Messages:
    400
    Excuse if answered before TDK but, what's your setup when working on BeamNG? I pick up so many more sounds in-game when using a headset over my 2.1 setup. I know that sound balancing is being worked on, but
    is it a possibility to get output options such as TV, stereo, surround, headset?
     
    • Agree Agree x 1
  8. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    I have a $9000 Neumann 5.1 system that I use for audio development, in an acoustically treated room which is quite neutral in sound and has little reverberation.

    To be fair, this is a constant issue for anyone involved in audio because systems can sound so different, whether they are speakers, soundbars or headphones. Many have their own frequency peaks which can make some things appear to sound louder than others. For example, I also have a Logitech 2.1 and 5.1 system and both of those have a massive frequency 'hole' between the subwoofer and the satellite speakers.

    The best we can do, as audio designers, is use the most neutral system we can afford and accept that somethings are often a compromise.

    I am 100% in agreement with you in terms of options. I have been asking to support different speaker modes for a long time now - for me, the more options the merrier, but some peeps are concerned that this makes things more complicated for the end use. I do not agree with this personally, and I will at least be looking at a "headphone mode" soon.

    The reason for this is different to what you are having issues with though, in that when we have a speaker system, be it stereo or surround, the front left and right speakers should be at approx. a 30 degree angle left, and right of the middle point. The audio systems expect this, and so they assume this when panning sound.

    If you wear headphones, the panning is then completely incorrect because the system still things the speakers are 30 degrees left and right of centre when they are in fact 90 degrees left and right.

    So - I don't know that this will improve your issues.... but step 2 is to provide settings for TV's and a night move... I would like to have more sliders for different groups of sound, but again there is some resistence against that at the moment........ but I won't give up easily ;)
     
    • Like Like x 9
  9. Confused_Deer43

    Confused_Deer43
    Expand Collapse

    Joined:
    Jun 8, 2013
    Messages:
    400

    Maybe eventually! I don't see how big the complications can be but sound sliders would definitely be a benefit to suit different tastes, though if realism is key maybe just leave a note in the audio options that changing the balancing may affect that?
     
  10. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    557
    Do you know how Sonory makes all of their engine sounds?
     
    #490 FFIVGUY, Sep 1, 2020
    Last edited: Sep 1, 2020
  11. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    To a certain degree, yes, but It isn't appropriate to discuss this sort of thing I'm afraid.
     
  12. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    557
    ok thanks for letting me know
    --- Post updated ---
    I do wish though that there was a tool like I.C.E Drive that exported the engine and exhaust sounds with onload/offload samples throughout the rpm range
     
  13. Justy4WDTURBO

    Justy4WDTURBO
    Expand Collapse

    Joined:
    May 14, 2016
    Messages:
    648
    It wouldn't surprise me that he's is under NDA which means he isn't allowed to discuss anything Sonory does.

    Speaking of which, are you the same TDK that made this awesome track?
     
  14. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    That sort of thing is more likely to be a game dev tool than anything else though. Whilst good in concept, I didn't like the overal sound of ICE - it was way too synthetic sounding for me.
    --- Post updated ---
    Haha - one and the same ;) - https://en.wikipedia.org/wiki/Mark_Knight_(musician) - although that particular track is a remix of one of the tunes from the PC version.
     
    • Like Like x 5
  15. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    557
    I tried making a sound mod but I only have 1 sample that I duplicated so one has the _P at the end. I made a blend file for it but always get an error when I reset the car to use that sound. I don't know what I could be doing wrong.
     
  16. JZStudios

    JZStudios
    Expand Collapse

    Joined:
    Feb 23, 2016
    Messages:
    352
    My buddy got the Sonarworks Reference 4 to EQ his studio and all of a sudden his mixes are way better since he's not trying to fix a hole in the bass that was inherent before. Now it's nice and flat.
    On the users end, there's not a lot you can do about it. They'll just have to EQ their room. Mixing it correctly on your end is the best way to make sure it sounds good everywhere.
    Super jealous of your system though. Need to figure out how to calibrate my speakers.

    The Yakuza series, Naughty Dog, and at least GTAV give you the ability to control speaker azimuth for stereo up to 7.1. Would be super cool if you could figure that out. Then headphone mode would just be stereo set to 90 degrees, and it'd all be one system.
     
  17. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    Yes, I used to use Sonarworks 4 in my old work room, but I built a fully treated audio room 9 months ago and decided that the difference between using it and not using it was so much smaller I've chosen to not use it anymore. It doesn't help that it's currently only stereo whilst I'm mainly working in 5.1 (for sound effects).

    It's not just about the room of course, the Logitech's (for example) simply have a huge hole between the LFE and the satellite's - Sonarworks won't help with that since the speakers are simply not capable of reproducing anything in that whole. Indeed, Sonarworks would probably make things worse as it will 'try' to compensate anyway.
    --- Post updated ---
    I don't know. The blend system is before my time I'm afraid. I'd contact support if I were you.
     
  18. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    557
    I don't know if you could help me with this or not. I was getting to know FMOD studio a little better for when the time comes to start using FMOD banks for the sound mods and recorded a firing order audio visual demonstration from youtube using audacity and as I was recording it from there. to waveform was looking the way you would expect from a simple "click or drumbeat". but when I exported it to .wav, trimmed it a little in mixcraft (don't think I had any vst plugins enabled except maybe an eq) to minimize the amount of space before and after the first and last cylinder "pulse" and imported into FMOD Studio and for some reason the waveform looked different, not like how I explained above. But for some reason I cannot remember what in the world I did and cannot seem to replicated it for some reason.. 2020-09-212.png 2020-09-213.png The picture on the left if the untouched one in Audacity and the one on the right is the comparison between the original and what happened when it got exported. When I removed a cylinder "pulse" it changed the fundamental frequency and actual sounded like there were 3 cylinders instead of 4. For some reason I was able to replicate this like 2 or 3 times. I tried it with other recordings that I got but had not lucj
     
  19. TDK

    TDK
    Expand Collapse
    FLIT KILLS MOTHS
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    583
    No idea - I was going to say you must have un-knowingly (audio) compressed the sample on export, but the actual sound is no louder, it just looks like the background noise has been amplified massively.

    or

    Another sound has mixed in to it.
     
  20. FFIVGUY

    FFIVGUY
    Expand Collapse

    Joined:
    Feb 21, 2018
    Messages:
    557
    Yeah after I made this post I realized that when I spliced it to change the amount of “cylinders” and removed the empty spaces and re-merged be back together to must have done something to the wave form. Because of that I got one of the sounds that I posted to this thread earlier to actually sound like an I6 and an I7 but I am still working on the pitch for the I7.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice