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Azimech
09-10-2011, 04:02 PM
... Why not take a look at 21st century technology.

For years I had been dreaming of *proper* engine sound synthesis, now it's here! And it's done by Russian company!

I mean, we have 3D graphics, physics processors, all kinds of neat stuff, but in the sound department, using samples is so 1970's ...

http://youtu.be/vLs8YcWMIx4

http://youtu.be/PA1a42n97zA

http://youtu.be/_tyHHr4d-Ec

And no, I'm not affiliated with any company. I just would like a new evolutionary step.

Zappatime
09-10-2011, 05:16 PM
thats pretty impressive if its all from synthesis, shame there's no aero engine example on their youtube channel

ElAurens
09-10-2011, 06:36 PM
Impressive indeed.

PissyChrissy
09-10-2011, 06:47 PM
I like this idea. You can always tell when a sound in a game is just a timed snippet of a recording. You can hear the sound cut in and out, and change in an unnatural manner.

I'd also suggest doing the same with the guns. You can tell that it's not a series of individual shots, rather just one long recording of a burst that starts and stops as you fire the guns.

I'd rather see each individual shot (or firing of a cylinder) represented as it's own event, and played repeatedly at a frequency matching the frequency of the engine/guns.

Stefem
09-10-2011, 09:34 PM
... Why not take a look at 21st century technology.

For years I had been dreaming of *proper* engine sound synthesis, now it's here! And it's done by Russian company!

I mean, we have 3D graphics, physics processors, all kinds of neat stuff, but in the sound department, using samples is so 1970's ...

http://youtu.be/vLs8YcWMIx4

http://youtu.be/PA1a42n97zA

http://youtu.be/_tyHHr4d-Ec

And no, I'm not affiliated with any company. I just would like a new evolutionary step.

I think it was planned and then released in a quite unfinished version until the latest beta patch where they reverted back to a more conventional samples based sound engine.
They are a small team messing with software that become more and more complex year over year (also know as "game") in a game industries that seems to care only of profit and reject art and quality

machoo
09-11-2011, 12:59 AM
These things are nothing new. It's just a device plugged into the cigarette lighter and you tune it into a radio frequency. I've had one - pretty crap.

Bryan21cag
09-11-2011, 06:02 AM
http://www.youtube.com/watch?v=2tJnCvb_2f8

http://www.youtube.com/watch?NR=1&v=-8d7jG-kzso


Not sure if this is the same type of recording technology but this was very cool and a hell of a lot better sounding then the electric motors on these little RC planes :)

I would agree that if we have come to the point of putting real engine sound recordings on RC planes there is no excuse really to using old sound recording technology on flight sim's :)

cheers

Bryan21cag
09-11-2011, 06:08 AM
http://www.youtube.com/watch?NR=1&v=-8d7jG-kzso


another one i thought was cool :) still not sure if its the same new type of recording but it sure sounded good to me :)

Baron
09-11-2011, 09:51 AM
To get those sounds u still need a complete range of sounds from the engine in question (V8, V2 or what ever) , or u would have to synthesize it, correct? What i dont understan is: whats the difference from what they are doing now in CoD?


Getting complete range of engine sounds from Merlins is one thing, but what about all the other engines from WWII. Im sure if u/we paid for it (where possible) there wouldn't be any problems.


More importantly, how would it be implemented in a game? I very much doubt the 2 ( samples in op`s post and game sounds) is even remotely connected in the way it is produced in real time so to speak.


I don't know, maby i completely missed the point of the OP.

Blackdog_kt
09-11-2011, 04:47 PM
I think it would be possible but the trade-off would be in performance, hence we're still using samples.

Enabling CEM costs 10 FPS and that's only for the player's aircraft, the AI are just flying under a ruleset to prevent them from "cheating" and not with the full range of dynamic CEM options we have, because each CEM enabled aircraft costs about 10 FPS. Imagine if on top of CEM we had dynamic sound synthesis for a bunch of aircraft engines during a dogfight. Maybe it would go back to being a slideshow.

Tbag
09-11-2011, 04:54 PM
I thought the player aircraft in CoD is using simulated sound now?! Are you guys sure the new sounds are based on samples?

Azimech
09-13-2011, 02:09 PM
These things are nothing new. It's just a device plugged into the cigarette lighter and you tune it into a radio frequency. I've had one - pretty crap.

Not these. the car device uses sensors connected to the engine: rpm & manifold pressure.

-

I do believe this tech is too heavy for CoD on our machines ... but maybe in a year or two ...

Blackdog_kt
09-13-2011, 06:40 PM
I thought the player aircraft in CoD is using simulated sound now?! Are you guys sure the new sounds are based on samples?

I think it's somewhat in-between. Purely speculation on my part, but i believe they dynamically synthesized the sounds and then recorded a lot of smaller-than-usual samples to make the transitions more gradual, plus adding some positional filters. But then again like i said, i'm just guessing.

If what we have is completely generated on the fly, i'll be pretty impressed.

ARM505
09-14-2011, 08:40 AM
COD uses samples. You can here this when advancing the throttle from idle in the 109 as the samples transition. Nonetheless, it's done quite well IMHO. Also, asking for entirely synthesized sounds from a company that's so busy developing an already stupendously complex piece of software is asking a bit much, again IMHO (the youtube links show examples from a company (*) who seem devoted only to synthesizing engine sounds - a bit much to expect 1C to branch out into that world just yet surely?) Sure, in a perfect world....but not right now, there are other things that are more pressing. For purely synthesized sounds in a simulator, an example I can think of is 'Live for Speed', a car racing simulator, whose forums have already had multiple debates on samples vs synthesized (ie LFS vs rFactor/any ISI engined game basically). To me LFS sounds are a bit bland, an opinion not without merit, nor only my own.

* - Quote from company website:
"SONORY is a company specializes in synthesizing the sound of vehicles and its applications in modern industry.

Company developments make it possible to generate the sounds of real cars and motorcycles. At the same time we can also develop an absolutely new, original sound.

We render services in engine sound simulation of cars, motorcycles and other vehicles in video games, commercials, animation, and simulators."

So...hardly fair to expect the already overworked 1C to reinvent all this stuff and get it to sound good to us.

airmalik
09-14-2011, 10:17 AM
A2A is also doing some good sound work for their accusim products. They posted this video a couple of days ago:

http://www.youtube.com/watch?v=ejsc1BwKDn4

ARM505
09-14-2011, 01:14 PM
A2A (ie FSX) uses samples - again, further proof that this method is good enough for now, IMHO. (A2A Spitfire sounds are excellent)

MBF
09-14-2011, 01:47 PM
Making 100% synthesized sounds would be:
a) Extremely tedious to get it right, i.e: same 'completeness' as recorded samples.
b) Quite more CPU demanding.

By 100% synthesized sounds I mean sounds generated by an algorythm (or several) making different tones at different frequencies to mimic the real sound, with precise patterns etc etc... very very complex and time consuming.

Azimech
09-14-2011, 02:08 PM
I don't think Maddox Games should focus on synth sounds right now ... maybe in a few years. Giving the job to a different company would be a good idea, remember a lot of tech in the industry is used from different companies.

It wouldn't need te be very CPU demanding. A lot of soundcards have a DSP which can be used for post processing, the smartest move would be to use the instruction set and capabilities of a videocard for "rendering" the sound, even sound reflecting in the air using parameters like humidity, temperature, wind direction and dust/rain/snow.

Maybe a bad idea in 2011, but I would think by 2015 computers should be fast enough.