11-02-2006, 06:24 PM,
|
|
Ferrari_Guy
Junior Member
|
Posts: 21
Threads: 16
Joined: Nov 2006
|
|
Engine sound file
What engine RPM is the sound file supposed to be?
|
|
11-24-2006, 06:23 PM,
|
|
RJARRRPCGP
Junior Member
|
Posts: 44
Threads: 10
Joined: Jul 2006
|
|
joevenzon Wrote:7000 RPM. This is due to limitations within OpenAL about how far it will pitch up a sound -- it only likes to go to 2x pitch. I've wanted to implement better engine sounds that crossfade between multiple samples at different RPMs and load and no-load samples, but I don't have any engine samples like that, so I haven't had any motivation.
I noticed problems, too, don't laugh at me, it seems to ignore anything beyond 15,000 RPM.
I heard that some engines can go past that, but RARELY!
I'm disappointed, because this limitation don't exist in Racer.
Also, unlike with Racer, I can't use more than one sample, based on RPM.
|
|
11-29-2006, 08:56 PM,
|
|
RJARRRPCGP
Junior Member
|
Posts: 44
Threads: 10
Joined: Jul 2006
|
|
thelusiv Wrote:I guess you had to modify one of the cars to get it up to 15000 RPM. OpenAL will only increase the pitch of the sample to a certain point, and it reaches its limit.
Multiple sound support is in the works, Nigo has even posted a very good bit of the code necessary to do this here: http://vdrift.net/Forum/viewtopic.php?t=422
I do like the multiple sound support. Have you ever tried Racer to hear the example I'm talking about.
That's why I still have Racer too on my PC.
Also, disappointingly, VDrift often is slow, it often stuggles just for 25 FPS! :evil:
I want it to be at least around 60 FPS. I don't think that's impossible for my PC. Even when it has an earlier video card, which is a GeForce 4 Ti 4200.
|
|
11-30-2006, 05:55 PM,
|
|
RJARRRPCGP
Junior Member
|
Posts: 44
Threads: 10
Joined: Jul 2006
|
|
thelusiv Wrote:What kind of performance do you get out of Racer? With mostly Racer cars and tracks, it should be pretty close to the same with the same display settings. That said I get about the same performance you do with the same video card (TI4200). I don't really play Racer...I can't get it to compile or run right on Ubuntu Linux (and haven't tried in a long time). I've found that some tracks in certain spots are much slower than others. This is usually seen on long straights when lots of objects are visible.
If Racer has support for multiple engine sound files, we could take the engine sounds in that format from the Racer cars that our cars were based on. Then we could put Nigo's code to use (after the engine file definition is moved from an ini file to the .car file, but that's a small detail really).
Racer uses the .wav format for the engine sounds.
Also, I'm able to get around 60 FPS in Racer with the included tracks, after tweaking with RivaTuner.
|
|
12-01-2006, 03:02 AM,
|
|
kcid
Member
|
Posts: 136
Threads: 8
Joined: Jan 2006
|
|
Chris,
It's different sound files for different rpm. So you have a sound file every 1000rpm or every 2000rpm. They also have soundfiles for starting the car, wind and tire squeel.
|
|
|