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Another question about sounds

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by FFIVGUY, Apr 19, 2020.

  1. FFIVGUY

    FFIVGUY
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    I was trying to create an engine and exhaust sound mod in fmod studio, but as soon as I added the autopich effect to the rpm parameter the quality of the sound decreased. You could tell the difference by switching between the timeline and rpm parameters. I idle sound was much more clear and realistic sounding as well as the rest of the rev range on the timeline parameter. But on the rpm parameter the idle was not as clear and realistic sounding as well as the rest of the rpm range. (It sort of sounded like what old engine sound mods sounded like using sbeam) I was using an acceleration and deceleration sample from a Peugeot that came with Le sound Audiomotors. And if I wanted to mod the sounds that got exported with an automation car I created (muffled and unmuffled, exhaust size, quality, etc, that I exported with the car the I created) So If I have, lets say a V8 that I exported one car with a reverse flow muffler and one without a muffler, would I be able to blend those two file together to have dynamic muffling in fmod studio? Is that possible yet? If so how would I go about doing so? If I decide to do the same thing with the exhaust diameter (0.50in and 8.0in V8 samples) and quality (-15 and +15 V8 samples) would that end up being something that's beyond my ability if there needed to be changes to the jbeam structure of any other files to add new parameters for that? And lastly this one a question that has to do with fmod studio.. Is it possible get the new V8, I4, B4 and V10 exhaust sounds to sound a little more like the old (0.10) ones? I am asking this because I the way the old ().10) I4, B4,and V10 sound compared to the new ones. The new ones tend to sound thinner and not as full and not as good in the higher rpm ranges as the 0.10 sounds even when fully unmuffled. And is anything going to be done with all those extra sounds in the (0.10) V6 folder?
     
  2. TDK

    TDK
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    BeamNG Team

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    OK, so I'll try and help.

    Le Sound Audiomotors is a granular synthesis based engine audio system. It uses a recording of the car accelerating from idle RPM to redline and decelerating back down again as the source material for its synthesis. This is completely different to how engines are made for BeamNG, which uses looped samples at static RPM... so lets say one sample at 1000rpm, one sample at 2000rpm, one sample at 4000rpm one sample at 8000 rpm. When you know the correct RPM of each sample you put these on an audio track with an RPM RTPC crossfade them in to each other and switch on autopitch, which when you tell it the correct RPM of each sample it will do the pitch shifting automatically for you.

    You simply cannot do this with an Audiomotors source sample. The way granular synthesis works is completely different - the system analyses the pitch change running through the source sample and cuts it up into minute samples (called grains), and it plays the corresponding grain to the correct RPM. If you accelerate quickly, it is effectively missing out grains (to play the recording quicker than it was recorded) and adding grains when accelerating slowely (to play the recording slower than it was recorded)

    It's quite complicated, but I hope that makes sense to you

    I'm afraid I can't really help with modding, I'm just working with the in-game systems.

    And finally, we have no plans to re-use any old vehicle sounds. Frankly, if we can come up with a way to make unmuffled versions of our own recordings then I'd like to replace everything we have with bespoke recordings.
     
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  3. FFIVGUY

    FFIVGUY
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    Thanks it makes sense. And what is the purpose of the ENG_INT and the unmuffled and broken exhaust sound files within the version 0.10 V6 folder? And is it possible to get al those other sounds in there working in game?
    And why does the version 0.10 I4 exhaust sound, sound a little different than the I4_2_exhaust sound?
    And is it possible to give the engine and exhaust (in the engine audio debug app and in the engine.jbeam file) more bass without it sounding muffled?
    Is it possible to make the engine/ exhaust sound smoother or rougher during idle (I know about idleRPMRoughness already) and acceleration?
    Last but not least, When will you start doing your own recordings and will wee be able to have open header sounds since when you remove the exhaust completely from any of the vehicles you have open headers?
    How does sonory make all of those engine and exhaust sounds? And how come sonory is password protected now but wasn't a few years ago?
    Why can you only get a range of -30-30 with the low and high gaines and the high and low widths in the engine audio debug app? And is it possible to get the sound to get lower than -30 and above 30?
    Sorry about all the questions. I just had A lot of things I wanted to ask.
     
    #3 FFIVGUY, Apr 28, 2020
    Last edited: Apr 28, 2020
  4. TDK

    TDK
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    BeamNG Team

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    Way too many questions for me to process in one go :(
     
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  5. FFIVGUY

    FFIVGUY
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    Would it be easier to process/answer them one at a time?
     
  6. TDK

    TDK
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    BeamNG Team

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    I'm with a couple regarding the same subject/issue.... then I just have brain farts!
     
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  7. FFIVGUY

    FFIVGUY
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    I tend to get the same way sometimes
     
  8. FFIVGUY

    FFIVGUY
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    And I'm not expecting you to answer all of the questions in one go. It's a lot of questions. You can answer them at your own pace
     
  9. FFIVGUY

    FFIVGUY
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    Would it still be possible for you to answer the questions but NOT in one go? Like just keeping your focus on one of the questions at a time?
     
  10. TDK

    TDK
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    BeamNG Team

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    Well for a start I don't have V0.10 - this is very old and redundant now, so I can't answer any of those questions.

    And is it possible to give the engine and exhaust (in the engine audio debug app and in the engine.jbeam file) more bass without it sounding muffled? - I'm not sure what your interpretation of the word muffled is, in context. Bass is inherently muffled, perhaps you mean you'd like sub bass or something?

    Is it possible to make the engine/ exhaust sound smoother or rougher during idle (I know about idleRPMRoughness already) and acceleration? - Not at the moment, and there are no current plans to.

    When will you start doing your own recordings and will wee be able to have open header sounds since when you remove the exhaust completely from any of the vehicles you have open headers? - I don't know. I'd like to, but we're not likely to be able to record vehicles without an exhaust, which makes recording what we need impossible. Budget has a lot to do with it. We don't have the size of budget that the 'big boys' have unfortunately.

    How does sonory make all of those engine and exhaust sounds? - Ask Sonory

    And how come sonory is password protected now but wasn't a few years ago? - Ask Sonory

    Why can you only get a range of -30-30 with the low and high gaines and the high and low widths in the engine audio debug app? - Ask FMOD - to be honest though..... ONLY get a range of -30 to +30? That's a massive range from an audio perspective. It IS possible to increase this by doubling up on the EQ's, so you could have 2 x -30 or 2 x 30, but we're not going to do that.

    Hope that helps.
     
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  11. FFIVGUY

    FFIVGUY
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    Thanks this does help a lot. As far as V0.10, the sounds are still in the game. I actually have used them in combination with the current engine sounds. So, like I6_2_engine and L6. So, you know how when you increase the lowShelfGain with the lowShelfFreq at about 300 and it gets more bassy but it sounds more muffled and not as clear? That is what I am referring to when I say muffled. And will we be getting any new engine sounds in the future. (not at this moment)

    s it possible to make the engine/ exhaust sound smoother or rougher during idle (I know about idleRPMRoughness already) and acceleration? - Not at the moment, and there are no current plans to
    Any future plans though? And will there ever be any realistic type of intake/exhaust drone?
    --- Post updated ---
    And one more thing. With the Engine Audio Debug how would I "simulate" a bigger/smaller exhaust diameter. Would it be possible to have the I3 exhaust sound playing on top of the I6_2_exhaust sound instead of outright replacing it? The file is below with the soundConfigExhaust already in there. Are there any adjustments I need to make to the sound soundConfigExhaust or sampleName or does it require advanced modding?
     

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    #11 FFIVGUY, May 26, 2020
    Last edited: May 27, 2020
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