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Author Topic: engine sounds  (Read 23342 times)

M7

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Re: engine sounds
« Reply #15 on: June 23, 2013, 01:24:37 pm »

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bugsblake

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Re: engine sounds
« Reply #16 on: June 23, 2013, 01:44:11 pm »

I like! but can we use them? I mean can we use them so they will sound like that in outerra?
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M7

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Re: engine sounds
« Reply #17 on: June 23, 2013, 01:54:11 pm »

I dont think it could sound like that unless somebody can make an advance script where you can use more than one sample onload and off load. I guess only Giucam could do such script.
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bugsblake

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Re: engine sounds
« Reply #18 on: June 23, 2013, 01:56:02 pm »

if anyone can do it im sure he can! :D
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M7

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Re: engine sounds
« Reply #19 on: June 23, 2013, 03:01:11 pm »

here's a thread where the developper describe how it could be scripted.

http://sonory.org/forum/5-Engine-sound-in-games/6-how-can-i-get-the-engine-sound-from-the-samples.html
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giucam

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Re: engine sounds
« Reply #20 on: June 23, 2013, 03:11:29 pm »

That thread is interesting, it looks like all it needs is indeed setting the pitch and volumes of the samples only. I'll give it a try one of these days.
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bugsblake

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Re: engine sounds
« Reply #21 on: June 23, 2013, 03:14:00 pm »

sweet! :D look forward to it! ;)
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ZeosPantera

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Re: engine sounds
« Reply #22 on: June 23, 2013, 03:18:46 pm »

If anyone wants I have access to very good recorders and several loud cars. I could take samples at every 1k rpm. I'd need a wind cover first because the Mic's on my tascam are super sensitive.
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giucam

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Re: engine sounds
« Reply #23 on: June 24, 2013, 05:03:14 pm »

I'm getting a quite good sound now with the samples from sonory.org above. The method explained in that thread doesn't work so good since you can distinctly hear when it changes samples, so instead of using only the two samples above and below the rpm value, i use a Cauchy-ish function to set the volumes of all the samples,
This way also samples of very-ish different rpm values than the current one have a little volume, which gets bigger as the engine rpm comes nearer to it.

I've yet to try it in Outerra, but it should work all right. I recorded a snippet of the sound though: https://www.dropbox.com/s/j75nbyi0j0b4va4/v8.ogg

I have a question for cameni though: is it playing sounds relatively heavy? Should i stop the samples with volume near 0 instead of letting them run, or is it not worth the effort?
« Last Edit: June 24, 2013, 05:05:25 pm by giucam »
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M7

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Re: engine sounds
« Reply #24 on: June 24, 2013, 05:12:45 pm »

Yep sound pretty good already. How many samples did you use?
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cameni

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Re: engine sounds
« Reply #25 on: June 25, 2013, 12:22:28 am »

I have a question for cameni though: is it playing sounds relatively heavy? Should i stop the samples with volume near 0 instead of letting them run, or is it not worth the effort?
We can optimize that out internally. Actually, once there's a decent model of sound mixing, we can implement it directly into the vehicle interface.
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giucam

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Re: engine sounds
« Reply #26 on: June 25, 2013, 10:49:20 am »

Yep sound pretty good already. How many samples did you use?
That snippet was done with 7 'on' samples and 7 'off'.
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angrypig

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Re: engine sounds
« Reply #27 on: June 25, 2013, 10:58:48 am »

on sonory page you can download V8 engines with 31 samples off and 31 samples on :)
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M7

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Re: engine sounds
« Reply #28 on: June 25, 2013, 11:05:06 am »

 I just imagine the number of  lines it will take to use 62 samples in the vehicle script ;D
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giucam

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Re: engine sounds
« Reply #29 on: June 25, 2013, 11:07:46 am »

on sonory page you can download V8 engines with 31 samples off and 31 samples on :)

Yeah, i'm using those, i'm just not makeing use of all of them yet.
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