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jf1981 04-23-2011 11:53 AM

Cod sound engine
 
Hi,

I feel the sound could be improved much, listen to the powerful sound and the whistle of Supermarine Spitfire.
Supermarine Spitfire low passes
There's a high pitch whistling and a smoothly coming engine machine transforming into a powerfull lound very fastly disappearing Merlin engine sound.

May all CoD sounds be improved to immerse the pilot into the sim in a medium future ?

Supermarine Spitfire low passes
On that one, one understands what some meant by saying that under those years, the Spitfire distinguished itself by its wonderful sound.

F4U Corsais
Listen F4U Corsair's whistling at 1'40. They start to do this with high speed.

Thanks,

J-F

Ali Fish 04-23-2011 11:58 AM

i'm confident in saying that the sound has not been finished. its the old il2 sounds used as a placeholder (fingers crossed)

if i hear that in game by the end of development i think i might just wet myself. lol

jf1981 04-23-2011 12:01 PM

Quote:

Originally Posted by Ali Fish (Post 271514)
i'm confident in saying that the sound has not been finished. its the old il2 sounds used as a placeholder (fingers crossed)

if i hear that in game by the end of development i think i might just wet myself. lol

Lol, it's my opinion too.

BigPickle 04-23-2011 03:46 PM

plus the spitfire in your first video is a griffen engined, the second is a Mk9 or possibly Mk14. Both sound very different to the early Mk1's.
Corsair's are not in this game anyhow.

Lololopoulos 04-23-2011 05:23 PM

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.

Strike 04-23-2011 05:38 PM

Quote:

Originally Posted by Lololopoulos (Post 271707)
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?

Redroach 04-23-2011 05:43 PM

Quote:

Originally Posted by DayGlow (Post 271577)
So how does one modify a canned sound sample so when you change prop pitch, mixture, etc you the get the aural effects of the dips in rpm, misfires, pinging, etc?

CoD sound engine is very dynamic in response to the engine and would be very hard to build with straight samples. We can't have both worlds, a infinitely dynamically responding engine or real sound samples.

Yeah. I'd definately take current, dynamic engine sounds (with less bugs, though :rolleyes: ) over the ever-so-cool-sounding, 'realistic' engine sounds.

Oh, and we really needed *another* thread about this... it's been about time!

hiro 04-23-2011 08:15 PM

I know a sound engineer and the stuff he can pull with right equipment is amazing. A good studio can make non singer sound awesome. It was funny one time we recorded waves at the beach and made it sound like it was in a concert hall. The Doppler efx is good enough to fool me. But good engineers and studio time plus getting a good sample is serious money

Ralith 04-24-2011 01:29 AM

Quote:

Originally Posted by Lololopoulos (Post 271707)
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.

Why don't you tell us why it should be easy?

JG14_Jagr 04-24-2011 03:44 AM

Quote:

Originally Posted by Lololopoulos (Post 271707)
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.

The biggest problem is you are trying to accurately replicate something that people have an incorrect memory of. When you think of a Spitfire engine, you think of the video where you were OUTSIDE listening to the engine.. inside it sounds completely different..

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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