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Engine Sound Algorithm
01-25-2012, 05:22 PM,
#1
Engine Sound Algorithm
Hi all.

First of all sorry for my bad English.

You have a nice game and very detailed. Congratulations.

I'm developing a Open Hardware / Open Source sonud and lights module for rc trucks and machines based on Arduino.

There are commercial modules but they are expensive and not very flexible. I also searched for similar projects but only find sound generators based on square waves for rc boats.

I'm working on the engine sound for my project, but I don't know where to start.
I need that the engine sound changes depending the position of throttle stick, like in real engines.

This afternoon I thought that I can use the algorithm that car games use to generate engine sound and find this game searching an Open Source car game.

I had in mind use engine sound at various rpm and mix them somehow, but looking at your cars I've discovered that you generate the engine sound from a Wav file that only has a piece of audio with the engine at maximum rpm. Would be great and very helpful for me I someone coud explain me how It's done.

I've looked intro source code of developement version but didn't find the concrete algorithm.

The module is for my track loader excavator, but I want that it can be used also in trucks and other types, just changing engine sound files. If you like, you can see It on my personal blog (http://joaquinllanomontero.homelinux.com).

Thans a lot for your help.
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01-26-2012, 04:18 AM,
#2
 
The sound pitch is scaled with rpm and gain is adjusted based on throttle position.

Check CAR::UpdateSounds(float dt) and maybe also SOUNDSOURCE::SampleAndAdvanceWithPitch16bit(int * chan1, int * chan2, int len)
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01-26-2012, 07:59 AM,
#3
 
Thank you very much for your help NaN.
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02-14-2012, 02:56 AM,
#4
 
Hi All,
I'm sending this message to two groups that might possibly have leads
on algorithm research to convey convincing vehicle engine sounds. I'm
currently using the tried and true layered/crossfade sample approach,
but it isn't entirely convincing. I've heard from a couple of people
at AES yesterday that granular synthesis was experimented with but
abandoned for the crossfade sample method. I don't know why, and it
would be great to understand why or if others have experimented with
other ideas.
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08-24-2012, 03:46 PM, (This post was last modified: 08-26-2012, 11:27 PM by car_mike.)
#5
Re: Engine Sound Algorithm
joaquinllano Wrote:Hi all.

First of all sorry for my bad English.

You have a nice game and very detailed. Congratulations.

I'm developing a Open Hardware / Open Source sonud and lights module for rc trucks and machines based on Arduino.

There are commercial modules but they are expensive and not very flexible. I also searched for similar projects but only find sound generators based on square waves for rc boats.

I'm working on the engine sound for my project, but I don't know where to start.
I need that the engine sound changes depending the position of throttle stick, like in real engines.

This afternoon I thought that I can use the algorithm that car games use to generate engine sound and find this game searching an Open Source car game.

I had in mind use engine sound at various rpm and mix them somehow, but looking at your cars I've discovered that you generate the engine sound from a Wav file that only has a piece of audio with the engine at maximum rpm. Would be great and very helpful for me I someone coud explain me how It's done.

I've looked intro source code of developement version but didn't find the concrete algorithm.

The module is for my track loader excavator, but I want that it can be used also in trucks and other types, just changing engine sound files. If you like, you can see It on my personal blog (http://joaquinllanomontero.homelinux.com).

Thans a lot for your help.
this would be a nice project.. please keep us updated.. Its really nice that this company is putting some attention to improve their cars Engine Sound.. http://www.stylintrucks.com/ parts and accessories could surely help with this job.. they got great items..
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