Star Wars-like Engine Sound
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Star Wars-like Engine Sound
so, I've been looking through the sound_library.xml, and while I'm very pleased at the options, there is one thing I do not understand.
How can I make other ships' engines behave like the Star Wars engines, for example the TIE fighter or x wing one's, who had a very distinctive sound when passing by?
How can I make other ships' engines behave like the Star Wars engines, for example the TIE fighter or x wing one's, who had a very distinctive sound when passing by?
Re: Star Wars-like Engine
Well i assume you are talking about a Doppler effect pitch-shift.Dark_Ansem wrote:so, I've been looking through the sound_library.xml, and while I'm very pleased at the options, there is one thing I do not understand.
How can I make other ships' engines behave like the Star Wars engines, for example the TIE fighter or x wing one's, who had a very distinctive sound when passing by?
Based on what i heard whle playing the police sirens seem to have a bit of a pitch shift going on, that would probably be the best place to start looking.
Me, Myself and X
Shouldn't the example in the top of the sound_library.xml cover most of these questions? It should list everything that is possible (though I don't know much about sounds personally so I couldn't tell you what most of it means):
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<sound id="id" description="my desc" repeat="1" is3d="0" isunique="0" preload="0" amount="32">
<sample start="file" loop="file" end="file" />
<sample selection="random">
<select start="file" loop="file" end="file" weight="30"/>
<select start="file" loop="file" end="file" weight="70" />
</sample>
<volume start="1" loop="1" end="1" distance="1" />
<effects>
<doppler factor="1.0" />
<fade in="0.1" out="0.2" />
<filter mode="lowpass|bandpass|highpass|notch" frequency="[0, 1]" oneoverq="[0, 1.5]" />
<reverb room="large hall" roomsize="[1, 100] in feet" drymix="[0, 100] (percentage)" density="[0, 100] (percentage)" />
<pitch start="0.8" end="1.0" steps="1" />
</effects>
<random_noise interval="42.2 (in seconds)">
<override interval="15.5" tags="tag1 tag2" />
<override interval="2" tags="tag3 tag4 tag5" />
</random_noise>
</sound>
Well, how about you pick a common sound and then just start experimenting with the different settings? Maybe start with a straight one-note sound and then just play with those variables to easily see what difference they make.
It's all about experimenting at this stage unless someone with a lot of knowledge about these terms drops by (which is not necessarily likely).
You could also try and look up the meaning of those variables on wikipedia or something.
It's all about experimenting at this stage unless someone with a lot of knowledge about these terms drops by (which is not necessarily likely).
You could also try and look up the meaning of those variables on wikipedia or something.
You need to apply the Doppler effect dynamically in game.
The Doppler effect increases or decreases the apparent pitch of a sound as the source moves towards or away from you it is relative to the speed of the emitter.
I would be surpised if the sound engine in XR does not already generate this effect.
I would start by using Audacity etc to generate a wav file at a constant pitch like 440hz (concert A) see if you van get this to be the engine sound of a craft then take it from there.
The Doppler effect increases or decreases the apparent pitch of a sound as the source moves towards or away from you it is relative to the speed of the emitter.
I would be surpised if the sound engine in XR does not already generate this effect.
I would start by using Audacity etc to generate a wav file at a constant pitch like 440hz (concert A) see if you van get this to be the engine sound of a craft then take it from there.
Well, a random knowledgeable person dropped by.jarlrmai wrote:You need to apply the Doppler effect dynamically in game.
The Doppler effect increases or decreases the apparent pitch of a sound as the source moves towards or away from you it is relative to the speed of the emitter.
I would be surpised if the sound engine in XR does not already generate this effect.
I would start by using Audacity etc to generate a wav file at a constant pitch like 440hz (concert A) see if you van get this to be the engine sound of a craft then take it from there.
You'll find the engine sounds here: extracted\sfx\engines\ , sorted by ship class.
Well according to what enenra posted:jarlrmai wrote:You need to apply the Doppler effect dynamically in game.
The Doppler effect increases or decreases the apparent pitch of a sound as the source moves towards or away from you it is relative to the speed of the emitter.
I would be surpised if the sound engine in XR does not already generate this effect.
I would start by using Audacity etc to generate a wav file at a constant pitch like 440hz (concert A) see if you van get this to be the engine sound of a craft then take it from there.
The game does indeed already generate this effect and so to that point you are absolutley right, its just a matter of creating a sound, sticking it in and playing around with the settings<effects>
<doppler factor="1.0" /> //Doppler effect simulation factor
<fade in="0.1" out="0.2" /> //Most likeley sound range fading
<filter mode="lowpass|bandpass|highpass|notch" frequency="[0, 1]" oneoverq="[0, 1.5]" /> //Sound filter settings
<reverb room="large hall" roomsize="[1, 100] in feet" drymix="[0, 100] (percentage)" density="[0, 100] (percentage)" /> //Settings for sound reverberation
<pitch start="0.8" end="1.0" steps="1" /> //Distance factor? possibly tied to doppler effect
</effects>
Me, Myself and X
thanks a lot it's a good start!Tokfan wrote:Well according to what enenra posted:jarlrmai wrote:You need to apply the Doppler effect dynamically in game.
The Doppler effect increases or decreases the apparent pitch of a sound as the source moves towards or away from you it is relative to the speed of the emitter.
I would be surpised if the sound engine in XR does not already generate this effect.
I would start by using Audacity etc to generate a wav file at a constant pitch like 440hz (concert A) see if you van get this to be the engine sound of a craft then take it from there.
The game does indeed already generate this effect and so to that point you are absolutley right, its just a matter of creating a sound, sticking it in and playing around with the settings<effects>
<doppler factor="1.0" /> //Doppler effect simulation factor
<fade in="0.1" out="0.2" /> //Most likeley sound range fading
<filter mode="lowpass|bandpass|highpass|notch" frequency="[0, 1]" oneoverq="[0, 1.5]" /> //Sound filter settings
<reverb room="large hall" roomsize="[1, 100] in feet" drymix="[0, 100] (percentage)" density="[0, 100] (percentage)" /> //Settings for sound reverberation
<pitch start="0.8" end="1.0" steps="1" /> //Distance factor? possibly tied to doppler effect
</effects>