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BuzzKillington
03-21-2012, 09:09 PM
I've tried looking into this and even e-mailed companies asking about it but they denied to answer...

For racing games.... in what format does the audio have to be to achieve rpm ranges? Is it digital sound pitches from 1-x000 rpm? Or is it recorded audio? Also, how would that be translated to a button in a game? I'm assuming it goes something like:

Throttle = x%

x1% - audio1.wav
x5% - audio2.wav
x10% - audio3.wav
etc...

Is this correct? :?

TLHarrell
03-21-2012, 09:20 PM
If you figure that out, I've got a fantastically cool idea for a piece of software for you to make. And many, many versions of said software would be easy to sell.

xr4man
03-21-2012, 09:47 PM
dcc sound for model locomotives changes with rpm too. you might try contacting a company that makes dcc decoders for locomotives and see how they do it. it may similar.

AmEv
03-21-2012, 10:47 PM
I think the playback speed of it might help.

TLHarrell
03-21-2012, 10:55 PM
It's more than simply throttle position. Sound also changes based on gear and engine load. I think the best way is to generate/modify the sound output via a synthesizer.

NightrainSrt4
03-22-2012, 09:23 AM
I'm just getting into sound with my game, and currently haven't gotten into mixing, but I will have to once I start adding ambient sounds and music and what happens when you change areas, etc.


Here's an interesting diagram from a sound design teacher's blog.
http://img706.imageshack.us/img706/1924/umh5.jpg

I haven't read the entire blog yet, but it seems like there should be enough description, sample code, etc. to get you pointed in the right direction: http://bleepsandpops.com/post/2926721368/interactive-car-audio-systemhttp://

Follow up post going into crashes and such. (http://bleepsandpops.com/post/3989688511/car-audio-system-in-a-3d-game-with-unity)