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Discussion in 'General Discussion' started by Nadeox1, Aug 9, 2017.
Ah ok, cool. I'd guess that some other change since August has also contributed....
I like the updated tire sounds of the T-series. Could you pass the changes to dry van trailer and tanker trailer as well?
hmmm, I've not done anything for any particular vehicle at all. The entire system is based around automatic calculations using the properties of each tire to alter pitch/volume/hum amount... so there's nothing I can do for any individual vehicles' tire without affect all of the others.
Could you give me more detail about what you like about the T which you think is missing from the trailer(s)?
Hey. Did something change in the update with turbo flutter and BOV sounds? To me, it seems like '"bovEnabled": true' and the rest of the "bov..." jbeam stuff control flutter sounds as well, which was not the case in 0.23.
We fixed a bug where this stuff wasn't working anymore after resetting a vehicle, so maybe that's what's "new"
The system seems to be working pretty well overall. But compared to the T-series, the trailers sound a bit sharp to my ear. Idk if that just comes from different volume and pitch.
EDIT: Uploaded to youtube for better viewing
This is what I am using:
In 0.23, the only sound that could be heard was a "woosh" (for lack of a better term). Now there is a clear flutter. I'll post a video when I can.
Thank you for the help
The difference is that the T-Series uses real dually wheels while the trailers use "fake" ones that are just 1 wide tire with dual model, so the properties do vary here
Wow. That's interesting
What is the V8_mktest_engine and V8_mktest_exhaust? I found this is the blends folder within gameengine
The pitch doesn't change when rotating a camera in beamng, which is probably realistic behavior. Because the camera and vehicle have zero speed difference.
I know someone mentioned a while back about changing the engine/exhaust eq per rpm, but I can't seem to find the post. How is that coming along?
I did reply on discord - they are just test files of mine. Nothing to do with the release. MK are my initials.
Yes, yes! You're obviously right. Somehow I mixed it up. Sorry for misconception though! No pitch change once camera stops rotating in that case.
Sorry about that. There were so many posts (and I wasn't up at 3:15) that I didn't see the reply until after I asked on here.
Is this testing for anything in-game in the future?
How did it end up in the blends folder?
Perhaps... but then perhaps not... I was simply testing something out...
The blends folder is still used for all engine audio, to point to FMOD - this maintain backwards compatibility with the old pre-FMOD system.
and are we going to be able to edit the engine/exhaust eq per rpm?
I have no idea what you mean, unless you mean the fundamental frequency - which has been in the engine.jbeam for a long time already.
I mean like the Engine Audio Debug App, but for each rpm sample rather than the whole rev range