Yeah I was just doing some more research and figured that out, for some reason I always had it in my head that the KTAs were big V8s like the CAT 3408. I guess I should have listened closer to the exhaust note.
Main issue is that you copy-pasting "muffling" from the game, while the game only recognizes "intakeMuffling", thus making 0 impact Also, any other interior sounds are planned like crackles on old ones? I'm really looking forward for more sound triggers for modding
Decided to see if the new V8 sound was a good fit for the V8 swap in the BX, and whaddaya know... I'm aware the sound comes from a Coyote and not an LS, but it certainly seems to fit the modern flavour of these engine swaps, as shown here: I think that with some adjustments to muffling mixing (i.e. a more gradual blending with the completely unmuffled base V8 sound), the new sound would fit like a glove.
There seems to be a universal issue where older vehicles now no longer make tire squealing sounds when drifting or while doing wheelspins etc, every mod I've tested from around 2013~2014 era has this issue, I was wondering if this is something that needs to be fixed manually on the mods side or if this is an issue with the game itself? Some crash sounds also seem to be missing as well. Ill attach a (very large file size) video to show what I'm on about, I can post the old covet pictured in the video here if need be as I know how hard it is to find a mod from this era that actually works now, though its literally just from the pack of cars me and another guy ported over from 0.3 EDIT: turns out this has been a thing since before version 0.21 and i somehow never noticed
im pretty sure most of the new sounds are sourced from pole position production https://pole.se/product/ford-mustang-gt-sound-effects/
I find that volume level of gear shifting can be slightly odd at times. If my vehicle is screaming at redline traversing over 100 miles per hour, it is somewhat odd to hear clunk from gear stick when changing the gear. This has let me to set volume slider 'other' to position 0 for now. In many games shifting sound plays as loudly if idling at parking lot or driving at great speed, which is somewhat illogical. Indicators, horns and gear shifting sounds would probably be muted by great amount at great speed as other noises are so much louder, but in game it is not possible to ramp up all the other noises, so playing minor sounds at quieter volume at speed might produce more interesting soundscape. With H-series in 0.34 I was pleasantly surprised as indicator sound was much less audible at speed than at standstill, most definitely this did feel more realistic, I am not quite certain if there has been changes for this in 0.34 game version.
It's not illogical at all, it's down to a lack of dynamic range. The volume of the gear change doesn't get louder or quieter, but the engines themselves can get to no-where near as loud as they do IRL
Yep! Although we're adding more sources when we can. PPP generally offer good quality sounds for a good price, and they've been recording vehicles for a loooong time.
We're keen to start not sharing the same engine audio between different vehicle manufacturers. As we build up more unique source, we'll be able to do this better.
I'm not able to replicate, but this could be a result of too much bass with cheaper audio systems - can you do a video grab please? I'll make some tweaks as I think it generally is a bit too bassy.
No not yet. We need specific engine and exhaust tones, which it's no capable of providing yet in terms of the mechanical sound.
Sorry, but would you mind clarifying what you mean by this? To my understanding, the V8s available for the BX are Gavril units (not the exact engines from the Grand Marshal, but from the same automaker nonetheless).
I am sorry if my wording was not quite perfectly clear, my skills in words can sometimes be slightly confusing, some say lacking! From your reply I do see that we see this similar way, but of course my understanding is rather limited. Would it be correct to say that real world works with resolution of 20-150db while game industry is limited to something like 20-65db? If that would be the case, then skilled artists of game sounds would need to be able to compress sound variations to range of 40db instead of 130db.
Mmm, no. It doesn't work like that. You're quoting volumes of real world 'items'. We work in the opposite way, where 0dB is maximum output before an audio device clips/distorts, and we have a theoretical minimum of -80dB which is silence. But, values lower than -40 are often inaudible unless solo'd. Games tend to try and get an average volume of -14dB which gives space for something like an impact/collision. Most vehicle games have all of their engine sounds "normalised" so they're all roughly the same volume. It's easier to mix, you hear a "correct" balance of everything you need to hear, whilst we tend to try and make the various vehicles more realistic... so then we get complaints with very loud vehicles that you can't hear skids for example... but this is the way.
Dang, ninja'd. Was gonna mention that it also uses common (D-Series) engine JBeam parts such as the long block and intake options.