Maybe the problem is, is that there is no art/audio/engine folder in the r I don't have that either Where is this zip file?
Please read through this thread and understand why we need raytracing - at the moment the whole cabin sound is a fudgy mess. --- Post updated --- OK, thanks. Still no idea. Waiting for a response on our dev chat. --- Post updated --- I'm not sure what you're hearing in your example IS tyre hum. It sounds like transmission to me? I'll do some more research on this at some point. However, I am yet again using one system for all tyres, no matter how big or small they are, and since I'm not a mathematical genius it's always going to be a compromise between everything.. Hopefully I can get it better though ! --- Post updated --- Could you give me an example of 1 mod which does this and I'll install and debug. Thanks!
Sorry for late reply, my PC crashed and Internet went off as I was writing the reply. I made a quick mod that adds an engine with the broken sample sound to the D-Series/Roamer, it would have worked in the previous update. Engine is dead silent, no LUA errors about missing samples though like there would be if a sample with this name didn't exist.
Just an update that we (well, not me but "we") are investigating a separate issue which may well be linked to this one.
So to me tire squeals are pretty much perfect with most street cars now, but I read about this audio ray tracing and am thinking that wouldn't that kinda make all balancing needs to be redone, it is like with graphics guys that now needed to adjust all graphical stuff to new way of rendering? In such dynamic development, you guys are bit like in hamsterwheel at times (or all the time ), as a player it is then sometimes bit of challenge to know which parts are excepted to be at good tuning level and which are more of place holders. Anyway it is definitely leaps of forward with this new version, driving feel is very much supported by audio now, now if you just could do something to annoying heat wave so we could play more without suffering a heat stroke, that would be perfect, but I guess I'm now asking way beyond sane possibilities
Haha - it is a bit of a hamster wheel with this sort of development yes. Two steps forwards and one step back... but that's still progress. Of course, trying to limit negative changes to mods is also an issue we try and be mindful of as well, although I'm often the one who is arguing to break mods for the benefit of the final product There are two kinds of ray tracing, the one for environmental audio and the one for the cabin detection and sizing. I'm quite confident that with both of these, once we have found the correct setup parameters everything else will automagically happen The tires are certainly a step up now. Still more work to do, but it's getting quite delicate. I want to address some things with loose surfaces to free up a real time controller (in the system) so we can consider surface depth. As always, we have to be careful that we're not stealing (too much) performance from the core systems. --- Post updated --- When you say the D-series is quieter overall, are you talking about all 72 models, or one in particular... or one of the engine types? And when you say compared to others, other vehicles in this game also have their own volume settins - some are also louder and quieter... so to help me understand... compared to what? Thanks.
Hi there, TDK, hope all is well. In any case, none of the mods having this problem, that I've made myself are on the repository(though I'd like to get around to it, someday), but I can link you to Hawkyhawk14's "Communist Bluebuck" mod, one of the trims of which used the legacy V6 sound from 2017(it's the one painted black, btw), and was working fine prior to 0.23: https://www.beamng.com/resources/communist-bluebuck.9545/
That comment you were responding to was pre-update. I later said the idles were much better, after the update. The only remaining issues, other than perhaps the loud starting sounds, is that some vehicles are too quiet overall, quieter than they used to be, specifically the Hopper and D-series, so do have a listen when you get a chance.
Thanks - yes we are investigating an issue atm --- Post updated --- Yep - I replied here - https://www.beamng.com/threads/audio-feedback-thread.44084/page-35#post-1344835
I agree, I've listened to more trucks lately. Gravel trucks like the one I recorded seem to have loud transmission whine. The tread sound varies a lot. Most that I've heard have been higher pitch than the game sound. Maybe 1.5x?
I think it's not as bad now as after the big update recently. Maybe I'm just getting used to it. Generally all the engine sounds, especially idles, are pretty quiet in this game, so I have to crank up my speakers a little more than in other games to hear the engine. But that's OK. I was earlier referring to the V6 Hopper and I think V8 D-series. The diesel could also be louder. Seems quiet for a diesel, unless it's a very modern engine. None of this is pressing, but if after reviewing these engines you feel they sound OK, then I can accept that. But I'd still prefer you at least have a listen if you haven't already.
I'll take a look, thanks, --- Post updated --- We do have quite a bit more dynamic range than the majority of racing/driving games. Indeed IRL the difference in volume between the majority of idle's and the majority of redlines is a much bigger difference than we could ever achieve in a video game. We don't want to 'squashed' the audio like most developers do with their games, so yes, you have to turn things up a bit. This is something that we're constantly reviewing and tweaking, nothing is fixed at the moment. I'll take a look in due course. It is very likely there are some models which aren't close enough yet. Thanks for the feedback.