1. Game not starting lately?
    Fixed in 0.19.4.2
    More information available here

    Dismiss Notice
  2. Intel iGPU (6xx series) crashes
    Fixed drivers available!
    Instructions here

    Dismiss Notice

Audio Feedback Thread

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

  1. JeffTesta

    JeffTesta
    Expand Collapse

    Joined:
    Dec 6, 2017
    Messages:
    62
    Yup, running v0.17.1.2.9059. No other mods installed besides the sound test mod. Cool, thanks!
     
  2. TDK

    TDK
    Expand Collapse
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    174
    Thank you, noted.
     
    • Like Like x 2
  3. TDK

    TDK
    Expand Collapse
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    174
    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.
     
    • Informative Informative x 3
    • Like Like x 1
  4. TYLERTJ

    TYLERTJ
    Expand Collapse

    Joined:
    Aug 18, 2013
    Messages:
    683
    I think that lifter tick for the worn out configurations and better rod knock sounds would really be a great addition.
     
    • Agree Agree x 2
  5. GeNeX

    GeNeX
    Expand Collapse

    Joined:
    Dec 10, 2019
    Messages:
    5
    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
     
  6. TDK

    TDK
    Expand Collapse
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    174
    Yes, backfire need a lot of work - we have started this... ;)
     
    • Like Like x 3
  7. SuchSneak

    SuchSneak
    Expand Collapse

    Joined:
    Nov 23, 2017
    Messages:
    79
    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.
     
    • Agree Agree x 1
  8. Olrosse

    Olrosse
    Expand Collapse

    Joined:
    Jan 21, 2013
    Messages:
    71
    that is really exiting :D

    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 :p

     
    • Like Like x 1
    • Informative Informative x 1
  9. Unster

    Unster
    Expand Collapse

    Joined:
    Jan 23, 2018
    Messages:
    231
    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.
     
  10. SebastianJDM

    SebastianJDM
    Expand Collapse

    Joined:
    Apr 9, 2017
    Messages:
    995
    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.
     
    • Like Like x 1
    • Agree Agree x 1
  11. MotherTrucker02

    MotherTrucker02
    Expand Collapse

    Joined:
    Jun 29, 2016
    Messages:
    116
    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.
     
    • Agree Agree x 1
  12. TDK

    TDK
    Expand Collapse
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    174
    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.
     
    • Like Like x 1
  13. GeNeX

    GeNeX
    Expand Collapse

    Joined:
    Dec 10, 2019
    Messages:
    5
    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.
     
  14. TDK

    TDK
    Expand Collapse
    BeamNG Team

    Joined:
    Dec 17, 2017
    Messages:
    174
    Mmm, not sure I know what you mean, sorry.
     
  15. BlondeOfHazzard

    BlondeOfHazzard
    Expand Collapse

    Joined:
    Nov 29, 2014
    Messages:
    70
    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)
     
  16. GeNeX

    GeNeX
    Expand Collapse

    Joined:
    Dec 10, 2019
    Messages:
    5
    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.
     
    #356 GeNeX, Dec 11, 2019
    Last edited: Dec 11, 2019
    • Agree Agree x 2
  17. Diamondback

    Diamondback
    Expand Collapse
    Moderator
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,580
    What's your framerate like?
     
  18. GeNeX

    GeNeX
    Expand Collapse

    Joined:
    Dec 10, 2019
    Messages:
    5
    Its about 50, 60Fps. Sometimes 45 but mostly between 50 and 60.
    is it because of that?
     
  19. Diamondback

    Diamondback
    Expand Collapse
    Moderator
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,580
    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...
     
    • Like Like x 1
  20. GeNeX

    GeNeX
    Expand Collapse

    Joined:
    Dec 10, 2019
    Messages:
    5
    Then sorry for that :) And thx for the answer
     
    #360 GeNeX, Dec 11, 2019
    Last edited: Dec 11, 2019
  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