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-   -   Sound Engine For SOW (http://forum.fulqrumpublishing.com/showthread.php?t=12177)

diveplane 12-31-2009 10:28 AM

Sound Engine For SOW
 
having read and seen tons of data on the graphics i would like oleg to maybe give us all a taste of the sound engine that will come with SOW?

i really hope its a major improvement over the old il2 sounds, where imo very poor indeed.

good news is we have better hardware today to capture and playback audio with examples being the splendid x-fi audio cards with HD effects.

trick is to try capture and code in the doppler shift effect of distant props in the external and flyby in game.

rather than a dull drone flypast audio looped sample.

looped samples are fine for camera externals .

for flybys and distant we need somthing special. thats where hopefully hd effects come in , and some good coding on the audio side of things.

anyway heres a real clip of some fine war birds. note the beautiful engine tones. this is what we want to hear in SOW.

link
http://www.youtube.com/watch?v=wYLyrEsTZ60

anyway keep up the great work dev team , fingers crossed on a early 2010 launch on SOW.

Lucas_From_Hell 12-31-2009 12:27 PM

There's a difference between IN-cockpit and EXTERNAL sounds.

Some people forget that in airshows the sound you get is anything but close to the sound the pilot is listening to.

diveplane 12-31-2009 01:12 PM

Quote:

Originally Posted by Lucas_From_Hell (Post 132406)
There's a difference between IN-cockpit and EXTERNAL sounds.

Some people forget that in airshows the sound you get is anything but close to the sound the pilot is listening to.



not hard to capture audio, its implementing it into the sim thats the hard part and the external doppler effect into a game. this is the hard part

flyby effect and external engine whine.

only way really to do this is a recorded sample flyby for each model
it could be done . maybe some trickery with hd audio to get the distant doppler effect as well. but this is creating audio parameters in the engine ..

Lucas_From_Hell 12-31-2009 01:44 PM

I think the easiest way would be record a separate file for the in-cockpit sounds. It can't go wrong.

IceFire 12-31-2009 02:09 PM

Great video... very good capture of the audio of those two planes. I've had the great amount of fun to see a Spitfire IX and Bf109E fly in formation past me at an airshow and the sound alone is spectacular. That Bf109G has even more whine to it than the E model I think.

Implementing that into the sim will be hard. But I do hope that the sounds are more sounding like their real life counterparts than in past iterations. Hard because not every engine or plane is still flying to do the audio capture and I'm not sure if Oleg's team doesn't get a chance to get out and do a full sound capture to even try. But a better more authentic attempt would be great... let us hope so.

Lucas_From_Hell 12-31-2009 02:16 PM

I don't think it's much of a problem for TFC and other groups that handle such aircraft to just put a microphone inside the plane's cockpit during a routine flight, start-up and etc.

diveplane 12-31-2009 10:05 PM

Quote:

Originally Posted by Lucas_From_Hell (Post 132433)
I don't think it's much of a problem for TFC and other groups that handle such aircraft to just put a microphone inside the plane's cockpit during a routine flight, start-up and etc.

inside cockpits is the easy part. its the externals thats the hard part.

6S.Manu 01-01-2010 08:30 AM

In-cockpit sound?

http://www.youtube.com/watch?v=NlUTFi3cN00

For SoW I think the doppler effect "IN-COCKPIT" is a must (no more engine radar...)

KG26_Alpha 01-01-2010 02:31 PM

Quote:

Originally Posted by diveplane (Post 132382)
having read and seen tons of data on the graphics i would like oleg to maybe give us all a taste of the sound engine that will come with SOW?

i really hope its a major improvement over the old il2 sounds, where imo very poor indeed.


good news is we have better hardware today to capture and playback audio with examples being the splendid x-fi audio cards with HD effects.
.

You should remember the sound engine back then was very advanced for its time, the reason the easy way out for sound wasn't implemented by using samples was to keep online security for anti cheating, the sound engine was updated from time to time to keep the online community from hackers using sound cheats. Onboard sound was also poor back then and Soundcards were the optimum way for getting the best sound out of IL2.

Im sure that SoW will have Secure sound management, and with the better onboard sound that's around now there will be less complaints.

MOH_Hirth 01-01-2010 08:01 PM

My ideia would a channel sound for a "Fly by view" sound, we have a "Fly by view" buton, so when you see the pass plane you will have this sound, i dont know how better than we have, but worth try this for SOW.


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