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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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![]() 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. |
#2
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http://www.youtube.com/watch?NR=1&v=-8d7jG-kzso
another one i thought was cool ![]() ![]() |
#3
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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. |
#4
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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. |
#5
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I thought the player aircraft in CoD is using simulated sound now?! Are you guys sure the new sounds are based on samples?
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#6
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![]() Quote:
If what we have is completely generated on the fly, i'll be pretty impressed. |
#7
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COD uses samples. You can here this when advancing the throttle from idle in the 109 as the samples transition. Nonetheless, it's done quite well IMHO. Also, asking for entirely synthesized sounds from a company that's so busy developing an already stupendously complex piece of software is asking a bit much, again IMHO (the youtube links show examples from a company (*) who seem devoted only to synthesizing engine sounds - a bit much to expect 1C to branch out into that world just yet surely?) Sure, in a perfect world....but not right now, there are other things that are more pressing. For purely synthesized sounds in a simulator, an example I can think of is 'Live for Speed', a car racing simulator, whose forums have already had multiple debates on samples vs synthesized (ie LFS vs rFactor/any ISI engined game basically). To me LFS sounds are a bit bland, an opinion not without merit, nor only my own.
* - Quote from company website: "SONORY is a company specializes in synthesizing the sound of vehicles and its applications in modern industry. Company developments make it possible to generate the sounds of real cars and motorcycles. At the same time we can also develop an absolutely new, original sound. We render services in engine sound simulation of cars, motorcycles and other vehicles in video games, commercials, animation, and simulators." So...hardly fair to expect the already overworked 1C to reinvent all this stuff and get it to sound good to us. |
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