WIP Improved Sound Simulation

Discussion in 'Programming' started by Dummiesman, Sep 6, 2015.

  1. Dummiesman

    Dummiesman
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    (Decided this should have it's own thread)

    I've been working on a new sound system that supports many combinations of sounds. ;)

    This sound system modifies the base sounds.lua so that any vehicle ingame can have its sounds.json file. I'm using the 200BX to demonstrate, so here is my vehicles/coupe/sounds.json file

    (imported from here)
    You might notice the modifiers, and wonder what they are. Modifiers are a way of changing the processed sound value (volume or pitch), and modifying them based on another value. I'll give a description of what my 2 modifiers do:

    engine_power : If the throttle is pressed, then multiply the input value by 1, else multiply it by 0. The value must remain within the min-max range, so if I depress the throttle, the engine gets a little quieter
    engine_nopower : If the thorttle isn't pressed, this modifier multiplies the input value by 1, else, if the throttle is pressed, then the input value gets multiplied by 0. This is useful for a seperate engine off sound.

    You might be wondering at this stage : what makes it so special? This system is extensible, and flexible. For example, once turbo simulation gets added to the game, you could add a turbo sound, then use a combination of rpm/throttle modifiers. You can also make an engine on/off combination of sounds, as well as make an idle, low, medium, high set of engine sounds, with on/off variants. There are many possibilities :)

    Here is a demonstration video :


    And in this video, I swapped out the "rpm", with "hazard", and changed the factor to 7000


    - - - Updated - - -

    Here's a demonstration of the flexibility of the system. In this video, I demonstrate sound blending for on/off sounds. I apologize for the volume of the video.

    sounds.json:

    (imported from here)

    video:
     
    #1 Dummiesman, Sep 6, 2015
    Last edited by a moderator: Oct 21, 2015
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  2. NaxNir

    NaxNir
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    qglEPqW.jpg ......
     
  3. naguluna

    naguluna
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    OH YASSS

    this can be used for custom sound for each car right?
     
  4. Dummiesman

    Dummiesman
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    Correct :)
     
  5. NaxNir

    NaxNir
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    Called it!
    You better thank me Dummies (JK :D)

     
    #5 NaxNir, Sep 7, 2015
    Last edited: Sep 7, 2015
  6. KennyWah

    KennyWah
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    (imported from here)
     
  7. Dummiesman

    Dummiesman
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    Testing with multiple on/off sounds. I need to either use better samplees or tweak the blending values a bit so they blend in better

    sounds.json

    (imported from here)

    video
     
    #7 Dummiesman, Sep 7, 2015
    Last edited by a moderator: Oct 21, 2015
  8. SuperNoob05

    SuperNoob05
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    That's just amazing!
    I think this could possibly be the solution to the sound problem quite a lot of people have talked about.
     
  9. iheartmods

    iheartmods
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    This is a step in the direction that the real devs should be taking.

    Seriously guys, engine sound is massive when it comes to a sandbox driving game; one sound that fits basically none of the vehicles is terrible.

    GG Dummies, and thank you.
     
  10. crashmaster

    crashmaster
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    this is a thing that a lot of peoples have been waiting for in beamng. And i want to congrats you Dummiesman. You have done a lot of work and you deserve that nice badge. I cant wait to see the future of this game. keep up the awesome work. :cool:
     
  11. naguluna

    naguluna
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    nice badge! congratulations!

    ohh i have soo many sounds to try with this mod

    cant wait! :p
     
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