Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

Reply
 
Thread Tools Display Modes
  #1  
Old 09-10-2011, 04:02 PM
Azimech's Avatar
Azimech Azimech is offline
Approved Member
 
Join Date: Sep 2009
Location: Leerdam, The Netherlands
Posts: 428
Default 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.
__________________
Insuber said: 1% of facts, 35% of passion, 19% of testosterone, 50% of intellectual speculation = Il2 fan cocktail is served, better with a drop of Tobasco ...
Reply With Quote
  #2  
Old 09-10-2011, 05:16 PM
Zappatime Zappatime is offline
Approved Member
 
Join Date: Oct 2009
Location: Wakefield UK
Posts: 170
Default

thats pretty impressive if its all from synthesis, shame there's no aero engine example on their youtube channel
__________________
__________________________________________________ ________________________________
W7 64Bit/Q9650 @ 3.7Ghz/8Gb Ram/Gigabyte SuperOverClocked GTX580/Creative X-Fi/Dell Ultrascan 24" @ 1920x1200
Reply With Quote
  #3  
Old 09-10-2011, 06:36 PM
ElAurens's Avatar
ElAurens ElAurens is offline
Approved Member
 
Join Date: Oct 2007
Location: The Great Black Swamp of Ohio
Posts: 2,185
Default

Impressive indeed.
__________________


Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943.
~Nikolay Gerasimovitch Golodnikov
Reply With Quote
  #4  
Old 09-10-2011, 06:47 PM
PissyChrissy PissyChrissy is offline
Approved Member
 
Join Date: May 2011
Location: Canada
Posts: 47
Default

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.
Reply With Quote
  #5  
Old 09-10-2011, 09:34 PM
Stefem Stefem is offline
Approved Member
 
Join Date: Jan 2010
Location: Italy
Posts: 100
Default

Quote:
Originally Posted by Azimech View Post
... 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
Reply With Quote
  #6  
Old 09-11-2011, 12:59 AM
machoo
Guest
 
Posts: n/a
Default

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.
Reply With Quote
  #7  
Old 09-11-2011, 06:02 AM
Bryan21cag Bryan21cag is offline
Approved Member
 
Join Date: Mar 2010
Posts: 183
Default



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

Last edited by Bryan21cag; 09-11-2011 at 06:07 AM.
Reply With Quote
  #8  
Old 09-11-2011, 06:08 AM
Bryan21cag Bryan21cag is offline
Approved Member
 
Join Date: Mar 2010
Posts: 183
Default

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
Reply With Quote
  #9  
Old 09-11-2011, 09:51 AM
Baron Baron is offline
Approved Member
 
Join Date: Dec 2007
Posts: 705
Default

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.

Last edited by Baron; 09-11-2011 at 10:04 AM.
Reply With Quote
  #10  
Old 09-11-2011, 04:47 PM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

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.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:30 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.