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Discussion in 'Mods and Skins' started by Tronadorous, Mar 2, 2018.
have you ever thought about making a proper v8 sound for the oldfull size mod
This V6 sound blew my mind into oblivion , it sounds insanely dope ( That rev banging <3 ). Is there a Tutorial of some sort on how to port/convert the engine sounds from the FH3 dev build into BeamNG.drive ? If so , mind linking it here or in the DMs ? I always wanted to have those sounds in Beam , which i tried it multiple times , but sadly without any success BTW , could you release your V6 RS Trophy engine sound mod and the one from the BMW M6 Racing engine ? I hope you are going to continue with these mods , it makes the default cars enjoyable again Sorry if this is a too big of a bumb
Hey, so, yeah...my bad. RL took a turn for the boring blah blah excuses. In short, i've not attempted anything in a while because I am still hugely struggling to get exhaust and engine samples to play properly together...there is so many layers involved, looking at the latest builds and how it's currently done with filtering and muffling types and even cam profiles on some cars, i really wish they would expand the information for sound editing wiki more so.
I have plenty of resources to use, and plenty of experimental stuff, i am kind of hoping they introduce granular stuff involving engine "ramps" as I have nearly a dozen or so ramps of on load/off load, interior, exterior and even transmission whine and straight cut gears but I can't get steady RPM profiles on them since i've lost access to dyno and track usage, along with said vehicles besides their initial ramps.
Hoping this sort of audio can be implemented one day as it'll make adding new engine and exhaust sounds a breeze, rather than doing nearly 100 sounds for one car lol.
I'm certainly still tinkering around, but really want the audio mod support stuff to be paid more attention too, especially since the latest builds.
Engine load ramps and SCG transmission whine ? Oh hell yes !
Maybe upload some of those sounds as you usually did until you get to figure out how to use the new way of how BeamNG.drive uses them now ?
BeamNG.drive did get a sound update , but the old way of sounds should still work if i am not mistaken here . . . And ditching the more 3D like sound experience and getting back some very bada$$ sounding engine sounds in return ? I am more than willing to accept that change , as this 3D like sound experience didn't do much to me , so it wont sacrifice anything in my opinion , better yet : it is a full win-win situation ;D
Also , is there a chance of getting a throaty hell breed of an engine sound mod that is as aggressive as the SB2 that is used in this monstrosity ?
It would be absolutely overkill to have this sound mod for the Late Model Stock Car , just to have this insane NASCAR feel when cannonballing that stockcar around the oval
i can get sounds for a lawn mower engine if you want for the pigeon
Don't think a single-cylinder engine sound would fit the best onto a 3-cylinder
well it would be worse on any other car
I feel like all of the wikis really need a good redo. There's so much info lacking in all departments, it really makes it difficult for people to get into modding. :/
That said, I do love the sounds you've made so far! I'm especially a big fan of the Alpina B6 V8 for the ETK K series, it sounds so freaking mean, I love it!
Are you still taking requests for custom samples too? I think it would be cool to get my own engine in game.
Keep up the good work!
Hi guys, thanks the interest . In short to everything, yes, still accepting samples, but they really do need to be recorded according to my rather...particular specification which I will update again on the front page. For now though, it consists of remember two things. Off load samples every 500rpm apart from idle to red line (or, of course, as close as possible to peak RPM), this is achieved by free revving in neutral. On load samples, same increments, in low ish gears up to peak rpm (remembering to do everything possible to protect microphone sources from electrical disruption noises if inside engine bay, and of course the big one, wind noise). Each sample is to be at least 5 seconds long at consistent RPMs. So, not asking much .
If the game can ever support "engine ramps" all people would need to do is accelerate from idle to max rpm in 1st or second gear, making a nice sweep up the rpm "on" throttle, then down the rpms "off" throttle, then that would be it besides and idle RPM sample.
Downside with "ramping rpm" samples is they don't loop very well at consistent rpms, but that is easily remedied by a low/med/high sample roughly at say (if max rpm was 6000) 1500/3000/4500, making the total "package" only 6 samples: Idle, ramp up, ramp down, low, med, high rpm samples.
Game needs more options than just the FMOD and Sbeam methods . Experimentation is in process, nothing new coming yet until i can find a happy balance of results.
Just quick update all. I was wondering something.
Would people/modders be interested in when I release a new sound, just to release it as a new resource they can add to their own engines/vehicles/mods? With the plethora of Automation content and engine and transmission mods we have, i was thinking this may be an easier future to consider, obviously retaining the credit to myself. It would make updates a little easier, especially since I'll only be updating the sound files themselves, the SFXblend file and the "sound config" sections in the jbeam files. This way, it would make insertion into peoples mods a lot smoother.
I'll still release a version with the vehicle i've chosen to use the sounds for, but I'll also package a separate folder with just the source stuff inside too, or perhaps, make this thread contain the "source" links and the repo contain the actual mod to said vehicle. I dunno, i'm open to ideas, what do people think?
In other news, upcoming is something i've been waiting for a long time to get/record...a proper alternative DIESEL engine sound! Stay tuned for that .
1. Excited for this new diesel sound!
2. I personally would like if you packaged it in a way that would allow us to use the sound for other mods, but still comes with a new engine mod that utilizes the sound and maybe recreates the power curve of the engine it was sampled from. I think that would be a great way to release the sounds in the future.
You think it could be possible to turn this into a compatible sound it's 100% made in FL studio using snares and percussion in the end it sounds like a 2 stroke/mini bike engine
Heh, that's interesting, but in short, no. It needs precise RPM timing markers and with the linear blending of beam.ngs fmod curve it's a nightmare using unspecified engine samples. Hence why I can't stand this obsession with devs using "on_low, on_mid, off_low, off_mid" because there is no "source" for what RPM these values are recorded at.
Anyway, update. I hope this wiki replacement hurrys up as I am growing increasingly frustrated at not being able to understand the dynamics of the updated sound engine. How does muffling work on exhaust and engine sounds...how do you make the sound change on a sports exhaust vs a normal exhaust or how do you tell the engine when the exhaust is damaged to dynamically change it? How do you equalise the exhaust note against the engine note, how do you modulate "On" throttle volume increase vs "off" throttle volume decrease, where the current method using custom sounds, does not work. How do you tell the game use a multitude of different banks depending on stress of engine load, intake type, throttle body type, engine temperate etc.
All of those are things currently in use by default engines which are AWESOME bits of detail, that I have no access to or way of properly understanding or implementing with regards to custom sounds. It's very frustrating none of the tutorials or wikis has been updated in years now...
I want to give you amazing sounds that use the same new system dynamics with intake, exhaust and engine sounds all working together but I have no idea how to do it or how it's done. This goes for especially with use of the engine sound debug app which works amazing for vanilla engines, but has ZERO effect (besides volume and mild filters) on the "character" of my engine notes.
In short, nothing is going to happen until help is provided, an update is released, or we're allowed deeper access into the sound coding.
After cooling down a bit , I've made some progress on the diesel engine. I kinda stumbled upon this by complete accident, those who want to read the story time version, click the spoiler below as it explains in detail my glorious find :
For those that TL;DR, here I present a first rendition of a PROPER modern diesel I4 engine from a Mazda 6, yay!
Please note, this is the engine sound only. Until I can find a suitable way to make all the complex stuff stuff behind blends and muffling and other things with regards to exhausts, it'll stay this way until the wiki is updated, anyway take a peak:
I think it sounds really good to be honest! This is just a quick test, loops need pops removing of course and I really, really need to find out how to make on-load sound as if it's actually engaging more, and off-load is coasting, or out of clutch load, again, the blends simply are not working in the configuration files currently, Beam.NG must of changed handlers somewhere in the last 2 updates.
I have also been working on a I5 sound, finally This should make quite a few people happy myself included ...sample being from the glorious RS 3. This one is kinda messy, well actually...very mes as it shows what happens when you try to get the damn exhaust note, and the engine note, behaving together in some sort of nonsensical way! Alas, I think i'll just be sticking with the engine note for on-load and maybe the exhaust note for off-load, we'll see, anyway, will share once it's...not sounding so ghastly.
Lemme know what you all think, progress is tragically slow but at least some is being made to deliver engine note samples we really need more of
Mazda 6 <3
I own a Mazda 3 1.6 myself, but the diesel sound is pretty close to real.
I could give samples, record and whatnot of a 1.9 TDI Skoda Octavia (diesel also).
Sadly i don't have a really good microphone, so I dont know if it will do any good. If you want I can try
I'm always up for samples submissions . As long as you follow my guide on the types of samples needed and where/how to do it, it'll be fine. If you want, if it makes it easier, record the samples in neutral gear at 500rpm incraments when stationary (up to as higher RPM as you can feel safe to manage) holding each rpm (1000/1500/2000 etc) for at least 7-10 seconds either on the bonnet/hood or the roof outside. You can also then do the same when inside the car, stick the microphone in the boot/rear (if possible, underneath the boot cover near the spare tyre) and do the same thing. Doing this method, i can use the outside sounds as "on" load sounds, and the inside sounds as "off" load sounds. Or if you want, as another option, stick the microphone about 1 meter from the rear exhaust (use wind filter or a sock if you can) and do the same as the hood/bonnet . Hope that helps, no more than 500rpm increments, don't forget to include "idling" audio of at least 10 seconds , makes for a nice natural loop.
So, no need to actually drive the car on the road? Just idling? Doable, just not today. Car needs to go to the mechanic :C
You could drive , alas, i am mainly thinking about wind noise. I do most my recording in manual vehicles in 1st gear on a private road for "on" load and then idle revving and RPM holding for "off" load. That's just to compensate for my mics with the wind noise. It's actually quite hard to get a genuine "load" sample held in gear, hence why using a dyno is really the most ideal way to record using dozens of microphones lol. Ideally, if Beam.NG supported the use of granular synthesis using engine load "ramps" (basically you accelerate say in 2nd or 3rd gear up to redline, then release the throttle and let the RPM drop back to idle, then the software picks and chooses parts of that sample to use for a "on" and "off" sound) it would be super easy obtain samples as i'd only need idle, low rpms, mid rpms and a high rpm sample rather than anything from 10-20 samples each . Suppose i'm a glutton for punishment but it like my details .
Until then, it's completely up to you, as long as the samples are relatively clean without wind, bird, or background spikes in noise or disturbance it's easy to loop up into a sample .
so there is a Cossie sound mod ? it would be great
Back from hols. Small update. Over the next 6 weeks (well, in 6 weeks) is coming up an important life event, sealing the deal so to speak, so expect ZERO updates in about 4 weeks time! Until then, on wards.
Diesel sound is done pretty much, keeping it on the usual basis of JUST perfecting the engine sample and letting the game do what every sorcery it does with environmental effects.
What is also rather interesting is i've managed to uncover more "complete" sound banks for conversion to beam.ng straight from fmod .fsb files. What was previously in some cases only part engine and intake and exhaust sounds for some vehicles, i've actually found and acquired the COMPLETE banks. This includes some I5 sounds (yes, 5 cylinder sounds) and some interesting, possibly, 2 cylinder sounds too, among a whole host of others. No promises for anything but i'm working my through what i've got and what can be used .
Mod releases soon, updates sooner.