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improving sounds using crossfading - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: improving sounds using crossfading (/showthread.php?tid=413) |
improving sounds using crossfading - Nigo - 11-09-2006 Hello, ok that's not a new idea, but what would be interesting is to crossfade the engine sound not only according to the RPM but also load and unload samples (when you accelerate or when you don't) vDrift already take the later into account using the gain, when you accelerate the engine is more noisy... where is that implemented ? also, is it easily possible to get the user's downshifts ? further, we could use crossfading to add new sounds, like the wind... thanks for reading ![]() - joevenzon - 11-10-2006 This is planned... once someone gives me such samples. :-) - Nigo - 11-11-2006 I get bored today so I implemented it here is the result (here just using a "unload" sample and a "load" sample) : http://nigoni60.perso.cegetel.net/crossfade%20load_unload.ogg it's a 67' Ferrari 312 sound so it doesn't exactly fit the T73 :lol: I used a soundpack for GPLSO http://bcrl.free.fr/NARDIN/GPLSO_ferrari.htm it also contains backfires, throttle blip, wind and so on... that would be very cool if we could simulate some of them :wink: - joevenzon - 11-11-2006 Not bad! Are we allowed to take sounds from GPL, though? Also, I was thinking it'd be nice to have several samples at different RPMs to crossfade between, since a sample at a single RPM can start to sound weird when you slow it down or speed it up a lot. - Nigo - 11-13-2006 I don't know about GPL samples, that was just an example. But I'm sure "sound makers" would be glad about this feature my implementation support both rpm and load, but you'll need to have very good samples and accurate setup, and that's something else ![]() I happen to know that in Nascar 2003, there are (at least) low, med and high rev samples, plus an additional sample when the engine gets loaded. Sounds great, but all the cars sounds the same, so it's quite easier... anyway I'll put my implemetation (which is of course backward compatible with the actual system) on the web. I don't think it should be implemented in vDrift "as it", I think there should be a developed interface between Vamos and the user feedbacks (sound, graphics, force feedback, ...) because it's already messy enough :oops: , but it's quite a good base - Nigo - 11-18-2006 it's looking like that http://nigoni60.perso.cegetel.net/EngineSound.cpp http://nigoni60.perso.cegetel.net/EngineSound.h the engine.ini file of the car : http://nigoni60.perso.cegetel.net/engine.ini the rest is few modifications here and there to take it into account - thelusiv - 11-19-2006 I looked over your code and I think the system is very good, I like how it is flexible enough to allow car designers to set it up as they need to. However I think we should try to keep our car file formats consistent, and in fact this engine sound data should probably just go directly in the car's .car file. You could even put the switch in there to determine if the car will use the new or old system. Good work ![]() - kcid - 11-20-2006 Cool to see that somebody looks at improving the sound engine. If better sound is included then we only need network play and the game is finished ![]() |