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-   -   Instead of using sound samples ... (http://forum.fulqrumpublishing.com/showthread.php?t=26069)

Azimech 09-10-2011 04:02 PM

Instead of using sound samples ...
 
... 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

Quote:

Originally Posted by Azimech (Post 334447)
... 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.


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