Through all years of modding every game i have, i believe that good lighting and audio are the top tier game changers and i appreciate the work done, as a fact audio changelog is what i read with most interest. As of now modding audio in jbeam is hell. I changed gearbox downshift to certain file and somehow upshift sound changed also to the same sound, while i left default "event" on it. As for tyre i simply need volume control (gt3 car is empty box i said before), but i guess its beyond my reach as well as wind and roll. Implementing new sounds requires lua specialist. About ACC engine sound, what i meant is that you hear that it is reverbed inside in whole cockpit, maybe its as you said stereo effect. In racing TC have rattle sound, look at 1:50 lambo, theres not much vids about it and its not as requested so placeholder will really do enough. Again a big fan of audio development
In concept yes, but in racing it has pronounced sound, in ACC its even separate sound sample, that rattling sound
I'm sorry it's hell, it's quite "in depth" sometimes from our side too I dunno about the downshifts @sebaudio may be able to help with that one, but he's away for a few weeks now. The tyre system is rather complex in terms of how it handles volume, since it uses the tyre properties as part of the volume calculation, so changing the volume of skids and rolls can only really be done (by you) with the audio options sliders. That is why there there, so people can tweak for their own individual preferences. I think I get what you mean with the cabin then... right now we're tied to one particular setting for all vehicles. Once ray casting comes, we can start looking at various different cabin impulse recording to give you a better "sound" of inside the vehicle. They also tend to be more wrap-around spacially, incorporating both EQ and any close reflections of sound bouncing around. TC - yep, as mentioned, thanks for the reference. I remember it from Formula One where it was pretty "in your face".
I only changed file path for GearDown, didn't touch gearUp. In the end, up and downshifts using same file, both use geardown volume value. I have even less clue how it works --- Post updated --- Another small idea is to add trembling interior noise, old loose panels vibration. I don't know if it can be connected to rough surface or suspension or speed, but would be really cool
a wider variety of v8 sounds would be nice ngl. also perhaps some gear whine on normal automatic gearboxes?
I don't know what was done with the gear shift stuff - @sebaudio can help but he's away on holiday. Yep, cabin rattles etc have been on the list for a while now. Was supposed to be done last release, but I didn't have the time.
New engines - goes without saying auto transmission whine.... on the fence with that one. Tends to only be if your fluid needs replacing, no? (I can't remember the last time I was in an automatic car).
ah right, Ive driven a few cars over the years that have been regularly maintained and I have always heard a subtle whine. its more prominent in reverse gear it seems.
OK, well right now it's not supported. I'll stick it on our prioritised list..... Reverse gear - would it be like a manual which has a straight cut gear for reverse, I wonder.
I can confirm that my Honda Fit does have gear whine like a manual in reverse, but that likely comes from the fact that the Honda 5-Speed uses gears like a manual rather than a planetary set so this doesn't particularly apply.
For me sounds from traffic AI cars are too loud when i'm inside my car, especially the way they drive where they are super carefull on corners but always kickdown on straights and it sounds like im outside hearing them from 150 meters perfectly. Maybe add a slider for AI noise volume?
So ive been playing with the new straight six diesel sound, and the very low rpm sound is fairly good (600-2000) has a cummins like sound, but over that it gets washed and becomes less defined, i think it should keep that low rpm clattery industrial diesel sound
I agree with the V8 sounds variety, they all seem the same, the older vehicles like the Barstow, Moohawk and so on could maybe have a more choppy sounding version, specially custom variants as at the time changing the camshatfs for a more agressive profile was something really normal and currently BeamNG doesn't do this well, doesn't matter what block you put and what exaust you use. I know some mods can get that Idle roughness and a little of that chop, but would be better if done oficially as the mod that does this is purely for sound and if you add anything (like supercharger of some sort or turbos it doesn't have any mesh) it always looks like a stock engine
A little useless titbit of information Whilst we use source control for general development (so everything we do is backed up, and we can revert a file to previous revisions etc), every time we want to make a significant change to the FMOD project we also back this up to a separate area on the server, and I thought you'd be interested in the general stats of these backups - FMOD backups comprise of the project database, xls files for each event, sample, compression setting etc. etc, and of course the samples themselves: 2018-08-13 7,921 files, 3.74GB data 2019-09-15 23,879 files, 4.27GB data 2021-01-26 31,573 files, 2.18GB data (IIRC we did quite a bit of optimising on the samples themselves, especially ambience's, removing unused samples which have been updated) 2022-10-31 41,491 files, 2.86GB data
We don't really have the concept of AI cars at all, so they don't have their own specific sound events nor do they have their own specific mixing desk channel, so the only way to achieve something better is a stronger filter on any sound coming in to the car from outside, when you're in the cabin, or to lower the volume of all sound coming in to the car. I'll add this to the list. Thank you.