More and better ambient (crowd) noises

Discussion in 'Wish Lists' started by Risto Kappet, Apr 27, 2023.

  1. Risto Kappet

    Risto Kappet Registered

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    rFactor 2 is the only sim out there with no quality ambient sounds and noises.

    This is especially apparent in Formula E races when on the grid and there is complete silence.

    There should be several layers of weather noise, crowd noise and announcers.
    They could also change in intensity according to the session you are in.
     
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  2. Manfredk2

    Manfredk2 Guest

    Ambient noise could be done with the cam-file of each track
     
  3. Bill Worrel

    Bill Worrel Registered

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    There is definitely ambient noise at some tracks. Maybe only mod tracks?
     
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  4. leseb64

    leseb64 Registered

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    I have the same opinion but I would prefer sounds of the vehicle itself like brakes, suspension, body, transmission, muffler before anything else!
     
  5. AKR

    AKR Registered

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    Agree, also 397 content, no sound ! Should be changed. Helicopters flying over are completely silent etc.
     
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  6. Alex Sawczuk

    Alex Sawczuk Administrator Staff Member

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    We do setup most of these sounds, so not sure why they are not playing for you. The only ones we can't do at present is attach them to moving objects due to the way they are animated
     
  7. AKR

    AKR Registered

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    Thanks for your reply. Changing the number of sounds (tried 64 and the highest number posible) does not help.Even on Long Beach in the gen 3 formula e car all is guiet. In some mods there are more sounds, for example Dunrod (countryside track, you can hear sound coming form the speakers next to the track).
     
  8. Risto Kappet

    Risto Kappet Registered

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    I have never in 10 years heard any ambient sounds from my own or other's games, can you share your settings and examples of tracks where you hear them?
     
  9. Brutten

    Brutten Registered

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    A few days ago I started a similar thread: https://forum.studio-397.com/index.php?threads/about-ambient-sounds.73683/

    Custom sounds, in addition to those included in rF2, can be included using the CAM file.
    Non-standard wav files must be included in the main MAS file.

    It is up to the circuit developer whether or not there is ambient sound.
    Example of a circuit of mine:

    // dog
    AMBIENTSOUND=generic
    {
    FILE=ambiente1.WAV
    ATTENUATION=(10.000000, 0.0000, 0.000000, 0.0022000)
    POSITION=(-29.2033, 1.6508, 107.9479)
    }
    AMBIENTSOUND=pithorn
    {
    ATTENUATION=(6.000000, 0.750000, 3.000000, 0.022000)
    INSTANCE=PITLIGHTIN
    }
    // highway
    AMBIENTSOUND=generic
    {
    FILE=ambiente3.WAV
    ATTENUATION=(6.000000, 0.00, 1.000000, 0.0022000)
    POSITION=(133.0734, 1.8268, -6.3870)
    }
    // birds
    AMBIENTSOUND=generic
    {
    FILE=BIRD_AMBIENCE.WAV
    ATTENUATION=(1.000000, 1.0000, 0.07500000, 0.004)
    POSITION=(-37.2287, 1.9366, -89.7544)
    }


    Taking advantage of the fact that @Alex Sawczuk has answered in this thread I ask:
    What are the effects of the ATTENUATION parameters (description of each parameter) ?

    The other day, thinking about it because the ambient sounds that I included in the circuit were not working, I drew the following conclusion:

    It seems that the new sound system uses the top parameters of the configuration screen.
    The ambient sounds are set at the bottom of that screen.[​IMG]
     
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