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Audio Sound Ease of use!

Discussion in 'Ideas and Suggestions' started by MTKush, Sep 13, 2019.

  1. MTKush

    MTKush
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    Why not make beamng engine sounds formatted like assetto corsas? I think the quality of engine sounds would improve drastically and would be much easier to produce!

    An example from me showing how quick you can key sounds. I made this in under 3 minutes. Please Watch These!









    Example of my AC sound mod that is of high quality!
    FORGET THE CIVIC MODEL THE SOUND IS A ROTARY RX8
     
    #1 MTKush, Sep 13, 2019
    Last edited: Oct 10, 2019 at 10:23 AM
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  2. Diamondback

    Diamondback
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    Please elaborate what you are talking about. What format?
     
  3. MTKush

    MTKush
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    So when modding assetto corsa engine sounds in particular one goes in to fmod lays out the engine sound for example idle, low, mid, high then smooths them together and exports as .bank with guid and boom the engine sounds are smooth no guessing you laid them out in fmod and they should be ready to go once put in the proper locations. IMO this would be much easier to work with.
    --- Post updated ---
    Not saying anything bad just wondering if there is a easier way as the current engine sounds seem harder to work with for modders as to oppose the method stated.
     
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  4. MTKush

    MTKush
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  5. Diamondback

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    Oh sorry, thanks for your answer, got burried somehow. :)
    I'm not into how AC does these things internally, but we don't have a useful way of exposing fmod things to modders. However, we are actively looking into that as we realize that many things (also some that were possible in the past) are locked down behind fmod.
    FMOD 2.0 actually added a bunch of major requirements for proper mod support (most notably being able to have multiple master/string banks), so maybe that will help eventually.
     
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  6. MTKush

    MTKush
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    Thanks for the response Diamonback! I really hope you guys push for the ease of modding on the audio side. I would also like to see modders be able to change turbo sound clips as well! No car game is good without really good sounds and massive diversity! Thanks again.
     
  7. TDK

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    AC are also using their own bespoke vehicle recordings, so they can effectively do what they like with them.

    Ours are licensed from Sonory, so we don't own them and therefore we can't expose them.
     
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  8. MTKush

    MTKush
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    While i have you on this thread I have some questions to ask if you don't mind answering them.


    Do you personally like the way AC makes sound modding easy?

    Do you personally like the way AC handles engine sounds?

    What i really mean when i say AC sounds is the ability to use .banks from Fmod This would make life easy in beamng!

    When will we be able to change turbo sound files?

    I agree with you guys not being able to change the sounds from Sonory. But can there atleast be a way for modders to add those .banks and create sounds via fmod. I think you would personally see and absolute explosion in the amount of complex good engine sounds! Much easier fine tuning!! No one likes playing games without sound, sounds immerse you in the game and is the most crucial part of racing games too me. (a lot of people over look engine sounds in game) I personally cannot get enough diversity and spend like 60 percent of my time trying to find a perfect solution for adding perfect engine sounds into beamng.

    Why are diesels not allowed to have flutter sounds from turbos? Diesels can have compressor surge and let out flutters.

    Thank you for your time TDK and Great job man. Beamng has NEVER sounded so great!

    An example from me showing how quick you can key sounds. I made this in under 3 minutes. Please Watch These!









    Example of my AC sound mod that is of high quality!
    FORGET THE CIVIC MODEL THE SOUND IS A ROTARY RX8
     
    #8 MTKush, Oct 10, 2019 at 3:42 AM
    Last edited: Oct 10, 2019 at 10:23 AM
  9. TDK

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    I don't think there's much I can add to what @Diamondback has already said here, which is that the whole modding thing is something which is being looked at, along with a heck of a lot of other stuff. FMOD 2 certainly does open up the modding possibilities with how our internal project is structured.

    Do keep in mind that we do things quite differently compared to most other games, certainly ones that I've worked on the past, since literally everything audio is controlled by the various physics models rather than being simple audio hooks with bespoke audio code to 'fake' what we think we should be hearing.
     
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