Loud interior sound and silent exterior sound [172862]

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Dik Dik Van Dik
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Loud interior sound and silent exterior sound [172862]

#1 Post by Dik Dik Van Dik » 12 Nov 2021 05:51

Looks like SCS mixed their sounds , The interior sound is so loud even with the windows closed i can't even here the voice navigation.
conversely the sound in exterior camera mode is very Quiet.
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TruckerDog
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Re: Loud interior sound and silent exterior sound

#2 Post by TruckerDog » 12 Nov 2021 08:59

Please include your game.log in your report. Thanks.
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ChildSqueezingMonkey
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Re: Loud interior sound and silent exterior sound

#3 Post by ChildSqueezingMonkey » 13 Nov 2021 19:12

TruckerDog wrote: 12 Nov 2021 08:59 Please include your game.log in your report. Thanks.
https://ghostbin.com/fAsv9
Until SCS un-kekw's itself, they will never get another dollar from me again. I have 6,400+ hours into this joke of a game. This game has problems and anyone who says the game is perfect is being a liar.

Comment still stands.
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Dik Dik Van Dik
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Re: Loud interior sound and silent exterior sound

#4 Post by Dik Dik Van Dik » 13 Nov 2021 20:24

TruckerDog wrote: 12 Nov 2021 08:59 Please include your game.log in your report. Thanks.
https://ghostbin.com/OyBTL

Game log 👆
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PGTransport
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Re: Loud interior sound and silent exterior sound

#5 Post by PGTransport » 13 Nov 2021 22:58

Interior truck engine sounds with the windows closed need to be reduced. They are WAY to LOUD.
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Laqueesha
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Re: Loud interior sound and silent exterior sound

#6 Post by Laqueesha » 03 Dec 2021 02:47

TruckerDog wrote: 12 Nov 2021 08:59 Please include your game.log in your report. Thanks.
I can confirm as well, volume is very loud even with windows closed. Especially noticeable on the Mack Anthem.

Gamelog here.
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Deebz__
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Re: Loud interior sound and silent exterior sound

#7 Post by Deebz__ » 03 Dec 2021 18:50

TruckerDog wrote: 12 Nov 2021 08:59 Please include your game.log in your report. Thanks.
For the record, I edited the files to lower the volume levels by 5 decibels for each of the 4 audio sources. This was enough to make the volume between the two “head out of window” views to match. By default, audio is improperly loud when you rotate your head out of the window from the interior camera, compared to the dedicated camera view for this. It also made the interior sounds less deafening.

Basically, the new interior attenuation just needs tweaked. If volume is lowered by 5 decibels for all 4 sound sources (windows, center interior, exterior), then it will sound much better.
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Drive Safely
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Re: Loud interior sound and silent exterior sound

#8 Post by Drive Safely » 09 Dec 2021 04:14

Unfortunate this bug hasn't been addressed yet when it only requires some definition edits to fix.

There is a clear measurable difference in the sound volume in the interior view with open windows... compared to an outside camera view close to the engine.

The interior shouldn't be much louder and unbalanced. I was able to reproduce the bug with the Volvo VNL in 1.43.0.83 and I'm sure it still affects a handful of other trucks as well.

Here are my recommended baseline settings that can fix this in a minor patch.

Code: Select all

# Configuration of the sound effects for the interior reverb and the windows opening sound equalizations.
#
# .effect.reverb.window.closed / .opened = Reverb settings for fully closed / opened windows.
# .effect.equalizer.windows.closed / .opened = 3-eq settings for fully closed / opened windows for central (interior) sound.
# .effect.add.window_eq.closed / .opened = 3-eq settings for additive sound of fully closed / opened window. (Applied for left/right windows independently.)
#
# Sfx reverb parameters:
#	decay_time		- Decay Time       	: Reverberation decay time at low-frequencies in milliseconds.  Ranges from 100.0 to 20000.0. Default is 1500.
#	early_delay		- Early Delay     	: Delay time of first reflection in milliseconds.  Ranges from 0.0 to 300.0.  Default is 20.
#	late_delay		- Reverb Delay    	: Late reverberation delay time relative to first reflection in milliseconds.  Ranges from 0.0 to 100.0.  Default is 40.
#	hf_reference		- HF Reference     	: Reference frequency for high-frequency decay in Hz.  Ranges from 20.0 to 20000.0. Default is 5000.
#	hf_decay_ratio: 	- Decay HF Ratio   	: High-frequency decay time relative to decay time in percent.  Ranges from 10.0 to 100.0. Default is 50.
#	diffusion		- Diffusion        	: Reverberation diffusion (echo density) in percent.  Ranges from 0.0 to 100.0.  Default is 100.
#	density			- Density          	: Reverberation density (modal density) in percent.  Ranges from 0.0 to 100.0.  Default is 100.
#	low_shelf_frequency	- Low Shelf Frequency	: Transition frequency of low-shelf filter in Hz.  Ranges from 20.0 to 1000.0. Default is 250.
#	low_shelf_gain		- Low Shelf Gain   	: Gain of low-shelf filter in dB.  Ranges from -36.0 to 12.0.  Default is 0.
#	high_cut		- High Cut         	: Cutoff frequency of low-pass filter in Hz.  Ranges from 20.0 to 20000.0. Default is 20000.
#	early_late_mix		- Early/Late Mix   	: Blend ratio of late reverb to early reflections in percent.  Ranges from 0.0 to 100.0.  Default is 50.
#	wet_level		- Wet Level        	: Reverb signal level in dB.  Ranges from -80.0 to 20.0.  Default is -6.
#	dry_level		- Dry Level        	: Dry signal level in dB.  Ranges from -80.0 to 20.0.  Default is 0.
#
# Sfx 3-equalizer
#	low_gain		- Low frequency gain. Units: Decibels Range: [-80, 10] Default: 0
#	mid_gain		- Mid frequency gain. Units: Decibels Range: [-80, 10] Default: 0
#	high_gain		- High frequency gain. Units: Decibels Range: [-80, 10] Default: 0
#	low_crossover		- Low-to-mid crossover frequency. Units: Hertz Range: [10, 22000] Default: 400
#	high_crossover		- Mid-to-high crossover frequency. Units: Hertz Range: [10, 22000] Default: 4000
#	crossover_slope		- Crossover Slope where 0 is 12dB/Octave, 1 is 24dB/Octave and 2 is 48dB/Octave.
#
#	Please be very careful when setting a large difference boundaries for the low_crossover, high_crossover parameters on the same equalizer.
#	Large differences can generate unwanted sound patterns.

sound_reverb_data : .effect.reverb.window.closed	
{
	decay_time: 160.0
	early_delay: 10.0
	late_delay: 5.0
	hf_reference: 4000.0
	hf_decay_ratio: 45.0
	diffusion: 40.0
	density: 75.0
	low_shelf_frequency: 250.0
	low_shelf_gain: 0.0
	high_cut: 8000.0
	early_late_mix: 65.0
	wet_level: -12.0
	dry_level: -5.5
}

sound_reverb_data : .effect.reverb.window.opened
{
	decay_time: 250.0
	early_delay: 2.0
	late_delay: 3.0
	hf_reference: 5000.0
	hf_decay_ratio: 30.0
	diffusion: 40.0
	density: 30.0
	low_shelf_frequency: 500.0
	low_shelf_gain: -20.0
	high_cut: 14000.0
	early_late_mix: 50.0
	wet_level: -10.0
	dry_level: -2.5
}

sound_three_eq_data : .effect.equalizer.cabin.inside
{
	low_gain: -4.0
	mid_gain: -6.0
	high_gain: -11.0
	low_crossover: 1200.0
	high_crossover: 10000.0
	crossover_slope: 1
}

sound_three_eq_data : .effect.equalizer.cabin.outside
{
	low_gain: 0.0
	mid_gain: 0.0
	high_gain: 0.0
	low_crossover: 400.0
	high_crossover: 22000.0
	crossover_slope: 1
}

sound_three_eq_data : .effect.add.window_eq.closed
{
	low_gain: -1.0
	mid_gain: -7.5
	high_gain: -18.0
	low_crossover: 400.0
	high_crossover: 4000.0
	crossover_slope: 1
}

sound_three_eq_data : .effect.add.window_eq.opened
{
	low_gain: -3.0
	mid_gain: -3.0
	high_gain: -3.0
	low_crossover: 400.0
	high_crossover: 4000.0
	crossover_slope: 1
}
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TruckerDog
SCS Software
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Re: Loud interior sound and silent exterior sound

#9 Post by TruckerDog » 09 Dec 2021 09:35

Thanks for your input, everyone.

QA id: 172862
I like trains. 🚂

...and trucks too. 🚛
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