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Audio Feedback Thread

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

  1. AlternateSteve90

    AlternateSteve90
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    Hi all-genuinely love the new engine sounds.....but unfortunately, it does seem a major problem has developed; all of the engine sound mods that I had are now *completely* broken: as in, even if a mod is installed properly *and* activated, the car it was installed for still ends up having the stock vanilla sounds anyway. Can anyone tell us how & when this is going to be fixed or what kind of workaround solutions are possible? I really do want some of these back, TBH.....:(
     
  2. JZStudios

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    Didn't DR1 do that? At least for audio reflections anyways?
    Reminds me that Arma 3 has real time speed of sound calculations which is pretty cool.
    The only thing I noticed that seemed a little odd is I zoomed way out and crashed into something. I think it's that it still sounds close but quiet as opposed to distant. Like, for gunshots they'll record a bunch up close, and then every few meters downrange. The engine volume was completely gone at that point, so crashes are way more distant, which makes sense.

    Otherwise, I was pretty impressed with the new audio effects, in particular the tire squeal on different surfaces seemed noticeable.
     
  3. TDK

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    We first used raytracing in DiRT 2 to create reflections off of buildings, this went in to F1 after that, but some people didn't like it so it was eventually removed.. they were using IR based ambiences at one point but I don't know what they do now.

    Quite a few FPS games use speed of sound as part of their realism. It's not something we're considering at the moment.

    Thanks, glad you like the improvements. I'm battling with performance right now to get a hotfix done. It's all well having one car with full audio, but then trying to squeeze another 8+ traffic cars is rather problematic ;)
    --- Post updated ---
    Hi, I've not seen a single other report for this issue and I'm afraid I don't run a modded version of the game so am no expert. I think it's better for you to raise a ticket with support for this problem.
     
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  4. JZStudios

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    Very interesting, don't think I ever noticed that in D2. I know Forza does something for tunnels and whooshes past light poles, but I'm not sure if those are dynamic or preset filters/sound effect locations. Would be neat in Beam though. I always notice when driving around with the windows down how different the volume level is driving next to a curb and having the sound reflect back.

    I don't know anything other than Arma and maybe Battlefield (But I don't think so) that uses speed of sound... Seems a bit ridiculous to me you guys will go for driving modes, realistic ABS, and burning up on re-entry, but not speed of sound.
     
  5. TDK

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    Yeah, the system in effect recreated passby's as you went past buildings. I first noticed the phenomenon when recording the Force India F1 team at their pre-season test at Silverstone back in 2009 where the recorder I had set up on the start finish straight was picking up, all be it VERY quietly, the sound of the car passing before the car had actually passed.. so that gave me the idea. Admittedly, whilst I wanted to persue the development, some people hated the idea and after a few ideas it got dropped.

    Have a listen to a gave called Squad, which deals with both speed of sound and how that sound changes over distance. I'm not sure why you think it's "ridiculous" that we don't support speed of sound. We prioritise everything, and it's simply not a high priority for audio when we have a lot to do based around the vehicles and driving those vehicles.

    Delaying the trigger of an event based on distance is absolutely fine for shot one shot sounds, but for a looping sound which is constantly moving around this means increasing or decreasing the amount of delay in real time which would be rather expensive. Or if you use a DSP delay to record the sound and delay the playback of the sound, instead of delaying the triggers, you then have the issue that the only way to make the sound come closer or further away would be to change the sample rate internally of the delay, which would then affect the pitch of the recorded sound within the 'memory' of the delay.

    As you've probably noticed with traffic, we're experiencing a few performance issues at the moment with the audio.
     
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  6. JZStudios

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    I don't know why people would hate it, it's realistic and adds a sense of speed hearing yourself whooshing past objects. Don't think anyone complains about it in Forza.

    Ah, haven't really played Squad, but that makes sense. Maybe Tarkov does it too, but I've never played it.
    It's ridiculous because there's all these other intricacies like burning up on re-entry and others that have pretty limited use cases, but speed of sound isn't. I don't really care one way or another if it's present, just think it's goof to go through the effort of making driving modes.

    I 100% understood all of that. Just so other people know, what are we talking about? Is the delay induced by speed of sound, or are we talking reflections in general? I thought maybe it would just add a whoosh sound effect based on proximity and speed which could be controlled by volume, or maybe just a duplicate sound channel with a low pass filter or something.
     
  7. TDK

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    Yeah, I think we're talking about very different things here. I'm talking about true speed of sound - the time something takes to get from a point emitter in the distance, to the listener (camera). I think you're talking about basic reflection of sound, which I've already said many times in this thread that it is on our to-do list.
     
    #587 TDK, Apr 2, 2021
    Last edited: Apr 5, 2021
  8. TYLERTJ

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    Absolutely amazing job with the audio. You guys are killing it. Absolutely some of the most realistic audio I’ve ever heard in a video game.

    I’ve noticed that there are a few different turbo sound sets. Particularly, the blow off valves. For instance, the 200bx with a big turbo sound like it has no BOV, and makes a fantastic Stu Stu Stu noise. (The most realistic one I’ve ever heard in a video game by the way), while others make a simple BOV “psh” noise. I was wondering if there is a way to switch out these sounds on different cars. Maybe we could have a Blow off valve part selection in the vehicle config tab? For instance, selecting “empty” under the bov section would make the stu stu stu noise?

    just my two cents on what would be an amazing feature. Like I said, AMAZING JOB!!
     
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  9. JZStudios

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    So on a semi-unrelated note, I was trying to get BRS and ambisonic/HRTF working in Dirt 3 for a separate reason and I noticed the sound reflection you mentioned, which I apparently hadn't really consciously noticed before. Pretty cool, but given that it's A. Realistic and B. relatively subtle, I don't know why there were people that fought against it and didn't like it. It adds a layer to the foley and realism without being too pronounced. Really just listened to the audio in general more closely and remembered that CM does some damn impressive audio work.
    Definitely be cool to see that in Beam.
     
  10. TDK

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    We're getting closer to resolving this. Upping to 512 voices, as you're probably aware, isn't helping.
    --- Post updated ---
    Thank you, I'm glad you're enjoying them. A lot were recorded back in the mid 00's for a game which subsequently got cancelled.

    The setup for forced induction is in the vehicles' engine.jbeam file, so for the 200BX which is simply called a coupe you need coupe_engine.jbeam

    You'll find a section for the different stages of turbo and the one you're talking about is Turbo_07>turbo_bov_race

    "turbocharger": {
    "bovSoundFileName":"event:>Vehicle>Forced_Induction>Turbo_07>turbo_bov_race",
    "hissLoopEvent":"event:>Vehicle>Forced_Induction>Turbo_07>turbo_hiss_race",
    "whineLoopEvent":"event:>Vehicle>Forced_Induction>Turbo_07>turbo_spin_race",

    So you can put that into the turbo section of any other engine.jbeam. As you look through those jbeam files you'll find a variety from Turbo_01 to 07 and there are normal, tuned and race versions, so

    Turbo_07>turbo_bov
    Turbo_07>turbo_bov_tuned
    Turbo_07>turbo_bov_race

    These aren't different sounds, simply more powerful versions.

    This is the same for turbo_hiss and turbo_spin

    A turbo sound selector would indeed be a nice idea,

    Hope that helps,

    m
    --- Post updated ---
    Lets just say there were a lot of politics there. I ruffled a few feathers when I joined, and whilst I was there lol, but (without trying to sound too egotistical) you only have to listen to the difference between Race Driver GRID, where I joined 6 months before release and DiRT 2 where I was leading the audio development from the beginning - new tools and technology ideas, new car recording processes (throwing out every recording they have previously made)... so for me it was worth ruffling those feathers.

    Beam is completely different from the audio aspect where we're trying to be realistic (which is always not going to be true without real world dynamic range) and everything is driven by the physics engine. Everything. Whereas your DiRT's or Need for Speeds or Forzas or whatever will have specific audio code written to do things that the game engine doesn't do, our game engine has to do everything,... and it has to do it properly... That's the main reason why things take longer, and are more often more difficult to do than on someone elses project.... (this is what I particularly like about Beam - it's challenging me as a sound designer)
     
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  11. den_chik

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    Dear TDK, can you explain about delay after pressing the key in horn sound?
     
  12. TDK

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    It may be related to the performance issues we're having at the moment. We think once these are resolved, the general latency we've observed may also get reduced... at least, we hope....
     
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  13. In_Whiskey

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    I thinks thats not a delay just the sample not played at first time. The second press always working but the first is working too when the sample goint into loop.
     
  14. TDK

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    We are experiencing issues with sounds being dropped from memory and buffers, and queuing and loading/reloading of audio events. If the horn isn't pre-loaded, which it isn't, then it is being delayed because of this issue. The second press works because it is then in memory for a certain period of time.
     
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  15. den_chik

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    No. There are always delay about 0.3 - 0.5 sec.
     
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  16. Agent_Y

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    Are there only 7 turbo sounds, and have tuned and race variants? How about superchargers then? Is there a full list of these sounds?
     
  17. JZStudios

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    Ah, so it was your fault! I remember reading some paper about Dirt 2 (Pretty sure it was 2) and the importance of audio design and surround sound moving forward, along with I believe an alternative method of 7.1 output for 3d audio with height channels, which everyone promptly completely ignored. But I guess Atmos is coming around.
    When I heard that Beam was getting a Codies audio engineer I was pretty excited for what would come of it, and you've definitely been doing great work. I'd say it was well worth it because Codies now gets pretty consistent praise for their sound design.

    Makes sense, although I remember a Forza interview where they said they had some way to synthesize how a car would sound based on engine type, piston count, volume, and exhaust geometry. Not sure how well that worked, but would pretty cool if it worked well. Could synthesize something more "realistic" for the vehicles in Beam, but probably a lot of work with little payoff when you don't have 800 cars. They've also been getting some flak for engine/exhaust audio recently though.
     
  18. TDK

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    There are only 7 turbo variants at the moment, yes. The tuned and stock versions simply don't use the whole of the sample. Have a listen and I think you'll understand. Yes, there are 4f supercharger variants as well. I'm not at the work computer right now, but it's easy enough to figure out for yourself if you look at the engine jbeams of models which use a supercharger.
    --- Post updated ---
    Dunno, maybe it was this - https://www.mcvuk.com/development-news/heard-about-dirt-3/ Can't remember talking about height back then though.

    Yeah, the many of the sound guys at Codies are doing great things. There's a number of them who are very passionate about vehicle sound - I was really pleased when they took up my job offers ;)

    Well Polyphony have been doing the whole hybrid synthetic thing for a while. We're investigating it, but currently I'm not so happy with the final results. You can't beat a proper berspoke car recording. A recording is just a lot more difficult to manipulate whilst maintaining realism, which is a lot of what Beam is about, so we suffer in terms of final car audio result using very generic sounding samples, so that we do get a difference in sound with all those various changes you can make to the powertrain.

    I've not read any Forza x reviews lately, but certainly Horizon seems to have taken a wrong turn. I know they were blocked by US management for a long time from using granular synthesis, which I'm sure caused some issues considering the guy who made the Codies system is at Playground, but lately they do appear to have lost their way somewhat.
     
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  19. Jer

    Jer
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    Hey @TDK ! Do you happen to know how can I make the backfire on my Sunburst go STUTUTU, like a 2JZ? And will we ever have turbo flutter? Thanks in advance! Have a nice day!
     
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  20. TDK

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    Hey - I don't really know what STUTUTU is, and you explain further? All I can say is that I'm being quite, um, 'compulsive' that the pops we use are from a vehicle with the same engine configuration, and the Sunburst is a 4-pot, so I guess the answer is 'unlikely'.... for the Sunburst at least... but for others, it all depends on what source material we can get.

    As for turbo flutter, a few of them are quite fluttery, already don't you think?
     
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