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Engine sound file
11-02-2006, 06:24 PM,
#1
Engine sound file
What engine RPM is the sound file supposed to be?
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11-02-2006, 06:59 PM,
#2
 
Oooh, good question. I can't remember off the top of my head, but I'm pretty sure it's a high number, something like 6000. Joe knows...
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11-02-2006, 11:03 PM,
#3
 
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.
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11-03-2006, 09:27 PM,
#4
 
What kind of samples do you need, and in what format. I can get you some wicked sounding V8 samples from 1k to ~5.5K rpm range, loaded, unloaded, and in engine-brake (downshifting). Just let me know what kind of quality you need.
_____
Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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11-04-2006, 12:24 PM,
#5
 
Cool, if you could record sound for those three modes maybe every 1k that'd be great. For quality, mono 16-bit 44.1khz is fine.
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11-04-2006, 08:36 PM,
#6
 
I'll see what I can do for you - the trick of course will be filtering out wind noise.
_____
Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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11-05-2006, 02:44 AM,
#7
 
Get a really big one of those puffy microphone muff guard thingies.
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11-24-2006, 06:23 PM,
#8
 
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. Sad

Also, unlike with Racer, I can't use more than one sample, based on RPM. Sad
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11-24-2006, 06:47 PM,
#9
 
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
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11-29-2006, 08:56 PM,
#10
 
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.
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11-29-2006, 09:20 PM,
#11
 
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).
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11-30-2006, 05:55 PM,
#12
 
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.
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11-30-2006, 08:31 PM,
#13
 
Can anyone tell me more about Racer's engine file format? Is it just a single sound that has different parts? Is it more than one file?
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12-01-2006, 03:02 AM,
#14
 
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.
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