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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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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.
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#2
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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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#3
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Why don't you tell us why it should be easy?
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#4
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Its the same with Tracers and Properller disk... we have memories burned in from years of watching video.. and the technical aspect of the video creates falso images (tracers wobble due to vibration etc.) The question is do you want reality, or do you want what you THINK it looks and sounds like.. All that being said I think the sounds need work.. but again.. if its a stable place holder I'd put it on the list for later work...
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#5
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it is possible to change the sounds now....
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#6
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Quote:
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#7
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Thanks for posting that. Feel the constant rpm unit working, nice engineering as early as those years. Wind noise too in the latest low pass.
Last edited by jf1981; 04-24-2011 at 10:26 AM. |
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#8
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Real Messerschmitt onboard sounds (G2), take off @ 5:15:
Again, completely different to cod sounds... |
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#9
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That 605 clip...ooooh yeeeeaaah...
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#10
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A couple of videos for you to watch.I took them so apologies for non BBC quality,hope you like them.
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