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Old 04-23-2011, 05:38 PM
Strike Strike is offline
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Join Date: Jul 2010
Location: Norway
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Quote:
Originally Posted by Lololopoulos View Post
can anyone tell me why is it so hard to make realistic engine sound? I don't know much about computer programming and game designing.
Well normally most games have a set of sounds for each engine:

The constant running sound of an engine is usually a looping soundfile where the end of the soundfile sounds similar to the start of the soundfile to eliminate a weird "pause" or "transition" between the loops.

Most planes usually have one idle sound, one low RPM sound, one mid RPM sound and one high RPM sound. Then add the individual startup sounds, shutdown, engine damage and internal cockpit sound.

Then you can easily decide at what ingame ENGINE RPM the idle sound fades out and the low RPM SOUND fades in, creating a smoother transition. Even better, you can alter the sounds "pitch" as you increase throttle to make it sound like the idle sound is getting "faster" towards the low rpm sound sample.

Now to make it more advanced you can add the doppler effect to the entire sound set, to make the engine sound a LOT louder and high pitch coming towards you, then a lot lower and low pitch going away from you.

If you add another sound set that fades in at a certain distance from the aircraft, you can create an "ambient" sound for the plane. (The plane sounds very different standing 10 meters away from it when you can hear every strike of the piston and swish of the prop blades compared to if you stand say 1 km away from it and it's just passing by.) The sounds become a lot more distorted/muffled and only the low-frequency sounds have enough energy to travel all the way over to your location.

Now if this sounds complicated... that's about as advanced as it gets in IL-2 1946. I've done some soundmods myself and the basic parameters are what sounds are played at what Distance and at what RPM setting the looping sound is changed at.

I hope we can see more advanced dynamic sound in ClOD. Perhaps what angles what sounds are heard at, what distances sounds are heard at, and more importantly stuff like misfires, engine damage, overstress, divesounds etc.. Even wind conditions should indeed distort sounds so that the volume and definition of sound is more variable and pulsating in accordance with windgusts

Ok?
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