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Author Topic: engine sounds  (Read 23346 times)

angrypig

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Re: engine sounds
« Reply #30 on: June 25, 2013, 11:08:28 am »

there are loops in Javascript :) so all you need is a list with file names...
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angrypig

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Re: engine sounds
« Reply #31 on: June 25, 2013, 11:17:38 am »

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hhrhhr

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Re: engine sounds
« Reply #32 on: July 04, 2013, 12:15:17 pm »

my attempt to implement this "how to" (simple gearbox, 32 sound samples, "equalizer" shows the volume level for each sample):



I do not quite like the idea of ​​simultaneous download and play as many sounds. I tried to stop the unnecessary sounds and play only the current 2-3, but there are problems (clicks, pops).

or Outerra has no problem with the use of a large number of sounds?

test model and V8 sound bank from sonory.org - https://dl.dropboxusercontent.com/u/95785614/sound_test.hhrhhr.otx
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murkz

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Re: engine sounds
« Reply #33 on: July 04, 2013, 12:23:06 pm »

Excellent hr, a very good start.

ZeosPantera

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Re: engine sounds
« Reply #34 on: July 04, 2013, 12:24:50 pm »

I am without words.. What a contribution! And to get the visuals in-game.

EDIT: I set the Engine Power to 150 300 in the script and it shows it off a bit better. Will mess with gearing. SOUNDS GREAT!

EDIT2: Played around and decided on these tweaks.

Code: [Select]
// !!! not optimized for multiple vehicles in scene !!!


const PI = Math.PI;
const PI_2 = PI / 2.0;
const DEG2RAD = PI / 180.0;
const RAD2DEG = 180.0 / PI;

// dashboard
const MAX_RPM = 9000.0
const MAX_SPEED = 180.0
const MAX_ANGLE = 270.0

const MS2KMH2RAD = 3.6 * MAX_ANGLE / MAX_SPEED * DEG2RAD;
const HOURS2RAD = 360.0 / 12 * DEG2RAD;
const MIN2RAD = 360.0 / 60 * DEG2RAD;
const RPM2RAD = MAX_ANGLE / MAX_RPM * DEG2RAD


// engine
const EK = 300;
const BK = 2000;
//             1      2      3     4     5     R(not work now)
const gears = [4.124, 2.641, 1.88, 1.40, 1.05, -5.224];
const ratio = 3.0;


// 16 samples
const rpm_val = [756,
                 859,  984,  1126, 1289, 1476, 1690, 1935, 2215,
                 2536, 2904, 3324, 3806, 4358, 4989, 5712, 6540,
                 9999];
const sound_path = "sound_v8/";

const rpm_num = rpm_val.length - 2;

const RPM_IDLE2RAD = rpm_val[0] / MAX_RPM * MAX_ANGLE * DEG2RAD;

/*
// V4
var rpm_val = [ 756,
               1052, 1126, 1205, 1289, 1380, 1476, 1579,
               1690, 1808, 1935, 2070, 2215, 2370, 2536,
               2714, 2904, 3107, 3324, 3557, 3806, 4073,
               4358, 4663, 4989, 5338, 5712, 6112, 6540,
               9999 ];
// V8
var rpm_val = [ 756,
               859, 919, 984,
               1052, 1126, 1205, 1289, 1380, 1476, 1579,
               1690, 1808, 1935, 2070, 2215, 2370, 2536,
               2714, 2904, 3107, 3324, 3557, 3806, 4073,
               4358, 4663, 4989, 5338, 5712, 6112, 6540,
               9999 ];
// V12
var rpm_val = [ 756,
                803,  859,  919,  984,  1052, 1126, 1205,
                1289, 1380, 1476, 1579, 1690, 1808, 1935,
               9999 ];
*/


var rpm_vol = [];
var rpm_pit = [];
var rpm_snd = [];
var rpm_snd_load = [];
var rpm_src = [];
var rpm_src_load = [];

for (var i = 0; i < rpm_val.length; i++) {
    rpm_vol[i] = 0;
    rpm_pit[i] = 0;
    rpm_snd[i] = 0;
    rpm_snd_load[i] = 0;
    rpm_src[i] = 0;
    rpm_src_load[i] = 0;
}

function process_engine_sound(rpm)
{
    if (rpm <= rpm_val[1]) {
        // only first sample
        rpm_pit[1] = rpm / rpm_val[1];
        rpm_vol[1] = 1.0;
        for (var i = 2; i <= rpm_num; i++)
            rpm_vol[i] = 0.0;

    } else if (rpm <= rpm_val[rpm_num]) {
        // mix 2 samples
        for (var i = 1; i <= rpm_num; i++) {
            if (rpm > rpm_val[i+1] || rpm <= rpm_val[i-1]) {
                rpm_vol[i] = 0.0;
            } else {
                if (rpm > rpm_val[i]) {
                    var rpm_d = rpm_val[i+1] - rpm_val[i];
                    var vol_l = (rpm_val[i+1] - rpm) / rpm_d;
                    var vol_h = (rpm - rpm_val[i]) / rpm_d;

                    // sin
                    rpm_vol[i] = Math.sin(vol_l * PI_2);
                    rpm_vol[i+1] = Math.sin(vol_h * PI_2);

                    rpm_pit[i] = rpm / rpm_val[i];
                    rpm_pit[i+1] = rpm / rpm_val[i+1];
                }
            }
        }
    } else {
        // only last sample
        rpm_pit[rpm_num] = rpm / rpm_val[rpm_num];
        rpm_vol[rpm_num] = 1.0;
        for (var i = 1; i < rpm_num; i++)
            rpm_vol[i] = 0.0;
    }
}


// equalizer mesh init
var band = [];
for (var i = 0; i < 16; i++) {
    band[i] = 0;
}


//invoked only the first time the model is loaded, or upon reload
function init_chassis()
{
    this.log_inf("don't forget to assign ShiftUp and ShiftDown keys");
    var wheelparam_left = {
        radius: 0.365,
        width: 0.220,
        suspension_max: 0.1,
        suspension_min: -0.25,
        suspension_stiffness: 18.0,
        damping_compression: 0.4,
        damping_relaxation: 0.12,
        slip: 0.6,
slip_lateral_coef: 1.5,
        rotation: -1
    };

    var wheelparam_right = {
        radius: 0.365,
        width: 0.220,
        suspension_max: 0.1,
        suspension_min: -0.25,
        suspension_stiffness: 18.0,
        damping_compression: 0.4,
        damping_relaxation: 0.12,
        slip: 0.75,
slip_lateral_coef: 1.3,
        rotation: 1
    };

    var vehicle_params = {
        mass: 1100.0,
        steering: 2.0,
        steering_ecf: 60.0,
        centering: 3.0,
        centering_ecf: 40.0,
        com: {x: 0.0, y: 0.0, z: -0.0}
    };

    this.add_wheel("wfl", wheelparam_left);
    this.add_wheel("wfr", wheelparam_right);
    this.add_wheel("wrl", wheelparam_left);
    this.add_wheel("wrr", wheelparam_right);


    //sounds
    for (var i = 1; i <= rpm_num; i++) {
        rpm_snd[i] = this.load_sound("" + sound_path + rpm_val[i] + ".ogg");
        rpm_src[i] = this.add_sound_emitter("snd_engine");
        rpm_snd_load[i] = this.load_sound("" + sound_path + rpm_val[i] + "_P.ogg");
        rpm_src_load[i] = this.add_sound_emitter("snd_engine_load");
    };
    this.log_inf("loaded " + rpm_num*2 + " engine sound samples");

    return vehicle_params;
}


//invoked for each new instance of the vehicle
function init_vehicle()
{
    this.started = 0;
    this.speed_old = 0;
    this.gear_idx = 0;


    this.body = this.get_geomob(0);

    var cam_fps = this.body.get_joint_local_pos(this.body.get_joint("cam_fps"));
    this.set_fps_camera_pos(cam_fps);

    this.arrow_speed = this.body.get_joint("arrow_speed");
    this.arrow_rpm = this.body.get_joint("arrow_rpm");
    this.arrow_hour = this.body.get_joint("arrow_clock_hour");
    this.arrow_min = this.body.get_joint("arrow_clock_min");

    this.arrow_1 = this.body.get_joint("arrow_1");
    this.arrow_2 = this.body.get_joint("arrow_2");
    this.arrow_3 = this.body.get_joint("arrow_3");
    this.arrow_4 = this.body.get_joint("arrow_4");
    this.arrow_5 = this.body.get_joint("arrow_5");


    // sounds
    this.snd = this.sound();
    for (var i = 1; i <= rpm_num; i++) {
        this.snd.set_ref_distance(rpm_src[i], 5.0);
        this.snd.set_ref_distance(rpm_src_load[i], 5.0);
    };


    // "equalizer" meshes
    for (var i = 0; i < 16; i++) {
        band[i] = this.body.get_joint("band" + (i+1));
    }
}


//invoked when engine starts or stops
function engine(start)
{
    if (start) {
        this.started = 1;
        for (var i = 1; i <= rpm_num; i++) {
            rpm_vol[i] = 0.0;
            this.snd.play_loop(rpm_src[i], rpm_snd[i]);
            this.snd.play_loop(rpm_src_load[i], rpm_snd_load[i]);
        }
    } else {
        this.started = 0;
        for (var i = 1; i <= rpm_num; i++) {
            rpm_vol[i] = 0.0;
            this.snd.stop(rpm_src[i]);
            this.snd.stop(rpm_src_load[i]);
        }
    }
}


function action(k, v, dt)
{
    switch(k) {
    case AShiftUp: {
        if (v)
            this.gear_idx = this.gear_idx < 4 ? this.gear_idx + 1 : 4;
        break;
    }
    case AShiftDown: {
        if (v)
            this.gear_idx = this.gear_idx > 0 ? this.gear_idx - 1 : 0;
        break;
    }
    case AReverse: {
        if (v)
            this.gear_idx = this.gear_idx < 5 ? 5 : 0;
        break;
    }
    }
}

//invoked each frame to handle the inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
    var steer = steering * 0.5;
    this.steer(0, steer);
    this.steer(1, steer);

    if (this.started) {
        var eng = engine * EK * gears[this.gear_idx] * ratio;
        this.wheel_force(2, eng);
        this.wheel_force(3, eng);
    }

    var brake_idle = (1.0 - engine) * BK * 0.1;
    var brake_front = brake * BK * 0.5 + brake_idle;
    var brake_rear = brake * BK + brake_idle;
    this.wheel_brake(0, brake_front);
    this.wheel_brake(1, brake_front);
    this.wheel_brake(2, brake_rear);
    this.wheel_brake(3, brake_rear);

    this.animate_wheels();


    // dashboard
    // // speed
    var spd = Math.abs(this.speed() * MS2KMH2RAD);
    this.body.rotate_joint_orig(this.arrow_speed, spd, {x: 0, y: 1, z: 0});

    // // rpm
    var rpm = 0.0;
    var max_wheel_rpm = Math.abs(Math.max(this.wheel(2).rpm, this.wheel(3).rpm));
    if (this.started)
        rpm += max_wheel_rpm * gears[this.gear_idx] * ratio * RPM2RAD + RPM_IDLE2RAD;
    this.body.rotate_joint_orig(this.arrow_rpm, rpm, {x: 0, y: 1, z: 0});

    // // clock
    var time = new Date();
    var hour = time.getHours() * HOURS2RAD;
    var mins = time.getMinutes() * MIN2RAD;
    this.body.rotate_joint_orig(this.arrow_hour, hour, {x: 0, y: 1, z: 0});
    this.body.rotate_joint_orig(this.arrow_min, mins, {x: 0, y: 1, z: 0});

    // // accelerate
    var acc = (this.speed() - this.speed_old) / dt;
    this.speed_old = this.speed();
    acc *= 12 * DEG2RAD; // +/- 6 m/s^2
    this.body.rotate_joint_orig(this.arrow_1, acc, {x: 0, y: 1, z: 0});

    // // gears
    var gear = this.gear_idx * 30 * DEG2RAD;
    this.body.rotate_joint_orig(this.arrow_2, gear, {x: 0, y: 1, z: 0});

    // // throtle
    this.body.rotate_joint_orig(this.arrow_3, engine * PI_2, {x: 0, y: 1, z: 0});
    this.body.rotate_joint_orig(this.arrow_4, brake * PI_2, {x: 0, y: -1, z: 0});


    // FIXME:
    var torque = engine;


    // engine sounds
    if (this.started) {
        rpm = max_wheel_rpm * gears[this.gear_idx] * ratio + rpm_val[0];
        process_engine_sound(rpm);

        // set pitch and volume
        for (var i = 1; i <= rpm_num; i++) {
            this.snd.set_pitch(rpm_src[i], rpm_pit[i]);
            this.snd.set_gain(rpm_src[i], rpm_vol[i] * (1.0 - torque));
            this.snd.set_pitch(rpm_src_load[i], rpm_pit[i]);
            this.snd.set_gain(rpm_src_load[i], rpm_vol[i] * torque);
        }
    }

    // debug "equalizer"
    for (var i = 1; i <= rpm_num; i++) {
        var s = Math.ceil(rpm_vol[i] * 20.0) * 0.01; // 1/20 * 0.20m (lenght of band);
        var move = {x: 0, y: s * 0.5, z: s * 0.866};   // sin(30), cos(30)
        this.body.move_joint_orig(band[i-1], move);
    }

}

Using my Gas Pedal instead of keys is way better. Pretty much just gearing, engine and suspension/tire tweaks. I wouldn't dare touch the other code.
« Last Edit: July 04, 2013, 01:15:18 pm by ZeosPantera »
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giucam

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Re: engine sounds
« Reply #35 on: July 04, 2013, 01:47:25 pm »

Great work hhrhhr!! The sin really makes the trick on not showing the switching of the samples. How did you found it out, just by trial and error?
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hhrhhr

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Re: engine sounds
« Reply #36 on: July 04, 2013, 02:37:31 pm »

The sin really makes the trick on not showing the switching of the samples
vol * 0.667 + 0.333 can be used instead of the sine ;) but then you also need to keep an eye on 0.0 <= vol <= 1.0.

2ZeosPantera
for the best results we need to count the current torque. now "torque = engine",  for the "discrete" keyboard is bad, for analog control - a little better, but still not what we need.
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giucam

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Re: engine sounds
« Reply #37 on: July 04, 2013, 04:03:04 pm »

I managed to port hhrhhr's sound code to my script, works great.
I'm gonna test it with the BMW next, and hopefully release a new version in some days.
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hhrhhr

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Re: engine sounds
« Reply #38 on: July 04, 2013, 04:18:28 pm »

I managed to port hhrhhr's sound code to my script, works great.
Pay attention to the first line: "// !!! not optimized for multiple vehicles in scene !!!"

for the release version the part of the global constants should be moved to init_vehicle().
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giucam

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Re: engine sounds
« Reply #39 on: July 04, 2013, 04:31:19 pm »

Yeah, but i actually only took the process_engine_sound function, i didn't use the other things.

still, the constants shouldn't be a problem for multiple vehicles, they should instead reduce the overhead of multiple per-object variables.
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hhrhhr

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Re: engine sounds
« Reply #40 on: July 04, 2013, 04:41:38 pm »

at least array of pitch and volume should be unique for every vehicle, otherwise the all the vehicles in the scene will be played the same way.
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giucam

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Re: engine sounds
« Reply #41 on: July 04, 2013, 05:02:16 pm »

Ah yeah, right. But i don't keep them stored, i just apply the calculated gain and pitch.
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