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How to improve sound in LFS
(14 posts, started )
How to improve sound in LFS
I'm thinking about this because i really like the world of audio.

I think it is a good way to synth sound and no use samples. But a great improvement well be that.

(Sorry my poor english :shy

If will synth any piece (or group of pieces) of the motor and car by separately,
although each sound by itself is not good, if uses well pan and reverb, the mix of 20 or 30 sounds result a very very rich and realistic sound of car. Also doing that it will be too easy to create a surround sound

The next patch is for graphics improvements, antialiasing.... and interiors. Will be next to sound?
So, are you suggesting adding in the other ambient sounds? I'm not quite sure at what you're getting at here.
Ambient sounds? I'm not suggesting this, but that would be an added, it is too easy

I'm talking about synth every sound of the motor every piece, sound of the pistons, + tailpipe, + camshaft, ... , + each suspension, + some noises from dash, etc. ALL sounds of the car. The mix of that will be result in a rich and realistic sound
It would be realistic, but to simulate the sound out of every engine component would probably more than half your FPS
Ah ok, so you're suggesting that instead of taking one synth and using it for the combustion, we use multiple different settings, for each (major) component, to give a more 'complete' sound?

In theory, it's a good idea.
#6 - aoun
Quote from MAGGOT :
In theory, it's a good idea.

Yes, in theory i think its a top idea. In reality, not so good. Main concern, FPS.
#7 - Jakg
Todd did it, and it worked quite well with not much CPU load, but while it sounded 1337 it wasn't ready for using in a game or anything.

Any chance the Devs could try to get Todd (or similar) in to add something similar running on a seperate thread...? Should still yeild good performance, and if you left the standard engine in for low FPS PC's... (yes i know the answer to this is no...)
It won't be that tough on your CPU i think.. I often make music using lot's of VSTi plug-ins that are much more advanced. Synths like Absynth or FM8 use tons of variables to generate a sound without too much CPU power. I think it's basically the same thing to generate engine sounds. And afterall it could be possible to configure the amount of sounds and details generated or change it's precision. It will still sound good on slower PC's, but up-to-date machines are able to benefit from very detailed high-resolution synthisized sound at say 96KHz 24bit. Other cars on the track could also use a simplified version since you won't hear them that well.

I always like when things are done in a way that people with older PC's are still perfecly able to play without much disadvantage, but to also allow faster PC to make use of it's potential power. Like in this case, very detailed sound.

As the sound system works now is quite good already, there just should be like 20 more variables to play with. Maybe some extra modulation, pitch and reverb effects could be used to simulate a more decent doppler effect

I know it can be done, but i dislike the fact we're holding back by the majority of people which have older pc's. They shouldn't be put aside, but they should not hold up progression either.
Yes, if allowances were made for those with less powerful PCs (even if that is only the option to leave it as it is now), I don't see why it can't be done
I make music and i see that BruTaLysT too.

It is not much load to CPU, because I said "although each sound by itself is not good". In a mix of a song the most important it is not the sound of instruments, the most important is the result. You don't imagine how can to process an actual Core 2 duo processor.

But what many people do not know is that all these processes is possible to do in GPU.

Reproduce 1000 simple synthesized sounds for a Core 2 Duo 2,4Ghz is load that CPU about 2-10%. And if you don't believe me you can try with programs like Reason, creating 500 synths (Substractor) with two oscilators... imagine if "only" play 200 sounds and the load of processes are in the GPU


Of course, neither would be so difficult to put an option that not to play so many sounds and release load of CPU, for older PCs.
I don't think the LFS engine supports it ATM anyway. I've just tried using tweak to make a V16 UF1 (I got bored, m'kay ), and the sound just went, like when you get very bad clipping, and my FPS went down to single digits...

Wouldn't LFS having to simulate the sounds of 16 cylinders be roughly the same thing? I'm pretty sure LFS adds each cylinder separately, as if you try to make it 2 cylinder, you can distinctly hear just 2 running.
I don't know what is ATM and if it has relation with the i am to try explain
ATM = at the moment
Quote from dougie-lampkin :I don't think the LFS engine supports it ATM anyway. I've just tried using tweak to make a V16 UF1 (I got bored, m'kay ), and the sound just went, like when you get very bad clipping.

I know from experience that LFS isnt exactly easy if you want to use your own samples for the engine sounds. When you use a sample, which can only be about 0.8 seconds long max anyway, you often get horrible clipping. Can take a long time to perfect it. Might be something totally different to what you are talking about, but i know what you mean

How to improve sound in LFS
(14 posts, started )
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