For the first two tests, this is already simulated to a certain extent in LFS. The cars tend to have a quiet idle volume unless you boost the "idle volume boost" tab.
In your 3rd test, what Bob said was correct, it has nothing to do with the volume of the car, LFS only plays the sound up to a certain distance away (which is not really a good thing imo).
For the rest of your points, yes, good ideas. I think backfiring wouldn't be too much trouble, it would be similar to the popping sound you get with engine damage / TC.
Yep, these too need work. But we need these re-recorded, and not just taken from videos, in order for better results. Skid sounds too.
I don't mind you chatting about other stuff if it's still basically on topic.
I now understand what you're saying. IMO, it's a great idea. Could be very interesting. Unfortunately I can't "preview" how it would sound though. One interesting thing you would probably like to hear, when I made the sample for the RAC from white noise, first I put it through a specifically set band pass filter to get a reasonable tone in LFS, then I tried cutting an adequate length piece of sound to use as a sample. Now the interesting bit is the although the clip of (now filtered) white noise I took samples from was basically the same noise throughout, each sample I took from it sounded different each time in LFS. So your idea could give some interesting results.
I get what you are describing now, that's the high frequency distortion. With more fiddling I could have the effect applied to certain volume levels and above (which would hopefully reduce the off throttle noise). The problem is most of what I'm doing is trial and error (and I really don't have enough time at the moment). I'm not as much as an expert as some of you think I am, I've learnt / am learning what I can though. But really, I need more of an understanding of how the sound system actually works. Anyway enough rambling, I have a huge amount of coursework due for Monday.
Erm, care to elaborate? I only posted these to see if there was potential, doing it this way. IMO it adds much more character and liveliness to the sound. With hours of fiddling I would think it could sound good. Its kind of a controlled distortion at specific volumes (making it different to clipping), but like I said could sound much more convincing..
Edit: My mistake was allowing too much high frequency distortion
Edit 2: This is going nowhere. I should let it rest until we have some more patches out of the way.
Could be, although I wouldn't think so, based on how the sample affects the resulting sound in peculiar ways...
Basically I just edited the sound dynamics in an audio editor, to see what would come of it, and it requires very little processing power.
Do you think you could elaborate a little? Because I thought you were after a similar effect to what I used to produce those clips. Some of the engine pulse samples (such as the RAC) I made from white noise (heavily edited of course) btw.
Well, it was simply a quick attempt at fiddling with some sound dynamics editing (which can change the whole character of the sound, but its normally some form of distortion). I wouldn't expect it to sound good straight away, but I think there could be potential. I know there is a hissing effect, ignore that , it can be fixed.
I agree with you that this is a "fake" way of producing sound with more character, however I would think for Scawen to come up with a model of something else is a) going to take a while, and b) is going to require more CPU. However I agree it is the way to go eventually.
The stock car, yes... well I just think it sounds great that's all. As far as I know we WON'T be having one in LFS any time soon...
Edit: I don't mind criticism. If no one criticised we wouldn't get anywhere would we.
That's not how the sound system works as far as I know. It puts the pulse sample through an exhaust simulation.
I guess you are thinking along the lines of these, which would not be too much work for Scawen to implement into the sound system (I would guess). I think there is potential here, they aren't perfect though, have a listen anyway.
Edit: Actually they are pretty crap, but I STILL think there is potential.
Ok guys, here is another dual recording of the BF1. In other words a MIX of two recordings of the BF1 with different settings. IMO this is really getting somewhere now. Edit: The more I listen to it the worse it gets.
P.S. Again ignore the reverb/echo like effect where the mix isn't perfectly matched.
OK, here is my idea. A second exhaust simulation should be generated alongside the present one. The first exhaust simulation should cover the low frequency sounds, and the second one with different settings, should produce higher frequency sounds. This way the sound will have two layers.
I have attached a mix compromising of two different sound settings to produce the multilayered sound I'm looking for.
P.S. Ignore the reverb like sound in the recordings, it's where I haven't quite matched up the two recordings exactly in the mix.
I'll agree it can sound nice, however that's purely the distortion you hear. The wave is cut, and therefore the sound is more aggressive, but it's not how the sound should be produced. Just personal preference.
I agree that the echo is far too great around trees, however under bridges etc it gives a good sense of environment.
Yes, that idea sounds good, however Scawen will probably want to simulate it properly which could be difficult as I would guess its to do with the air being compressed / moved quickly..
I agree with the other points also.
I agree, and I have an idea which I will post in a minute.
You can change the wind volume in the Shift-A menu. Dynamic volume is already present. The cars grow louder already with revs.
Sometimes the wave produced by the synthesizer is an exaggerated shape it seems when certain pulse samples are used. But in general, clipping occurs when the amplitude of the wave exceeds the limit of volume LFS can produce which cuts off the top of the waves (clips).
Yeah. Possibly another simulation. Currently we have an exhaust simulation only. It would be good if another metallic (property) type object could be simulated which would vibrate based on the engine strokes, and resonate loudly at certain frequencies based on its mass to produce more "layers" to the sound. Just an idea.