Hopefully this topic has not been beaten to death. I'd like to discuss the pros and cons of synthesized vs sampled sounds engines in a peaceful fashion. I realize at this stage in the game the developers are not going to change the LFS sound engine. That's not what this topic is about.
With that said, last night I had an interesting idea. Since Outsim already provides RPM data, we're actually free to create our own sound engine. I know absolutely nothing about audio and even less about audio programming - I know that libraries such as DirectSound and OpenAL "exist" and that's about it. So I started digging around looking at various resources and this is what I found.
First, I learned the basics about sample based systems... cross-fading loop based samples, changing the volume/pitch, etc. Then I downloaded this neat tool called FMOD Designer. It's free to download here:
http://www.fmod.org/index.php/download
To my surprise, it actually has a Car Engine sound system built into the thing! I attached a screenshot below. You can insert engine samples from real cars under load, off load, low, mid, high rpm, and play around with the different cross fading techniques, etc. Really cool. Also interesting is that "load" is not an input. It's just derived from the RPM change with a smoothing factor (which is good because I don't think engine load is provided through outsim). If anyone plays around with it, if you click the tiny white bar that represents the current load, it shows you the load volume curve which isn't visible otherwise. My first thoughts were, this doesn't really seem like it would be too difficult to program at all. The biggest issue would probably be getting good samples.
Recording quality sound is another thing I know nothing about. Hell after 2 years I couldn't even get my in-car camera mic working properly... I found this article here on recording audio from cars:
http://www.gamasutra.com/view/ ... gine_sounds_for_games.php
It turns out the author is responsible for the sounds in iRacing and most other racing games. It seems like most recordings are done on a dyno with the mics placed inside, by the exhaust, and near the intake. Since I have no access to a dyno nor do I want to spend even more money I'd have to record the samples on a highway or something. I'm not exactly sure how I'm going to get a sample in 6th gear under load at high rpm though... without factoring in wind by the exhaust and whatnot. The article is a little old and although DAT may still be used I thought solid state would be a better/cheaper alternative. I found this site here after a bit of digging:
http://www.soundprofessionals.com
It looks like even on the lower end, it's still going to cost ~$350 to get quality stereo samples for my dumb experiment.
http://www.soundprofessionals. ... /item/TAS-DR-1-MIC-BUNDLE
Here's some other interesting reads I came across:
http://forum.racesimcentral.com/showthread.php?t=124451
http://www.developmag.com/tuto ... 41/Heard-About-Sega-Rally
So I guess my only question is, am I wasting my time and money? After playing iRacing for a couple of weeks I'm convinced that sample based sound systems can definitely sound good even if synthesized sounds are ideally what all sims should pursue. Could this possibly be a good community based project?
Discuss.
With that said, last night I had an interesting idea. Since Outsim already provides RPM data, we're actually free to create our own sound engine. I know absolutely nothing about audio and even less about audio programming - I know that libraries such as DirectSound and OpenAL "exist" and that's about it. So I started digging around looking at various resources and this is what I found.
First, I learned the basics about sample based systems... cross-fading loop based samples, changing the volume/pitch, etc. Then I downloaded this neat tool called FMOD Designer. It's free to download here:
http://www.fmod.org/index.php/download
To my surprise, it actually has a Car Engine sound system built into the thing! I attached a screenshot below. You can insert engine samples from real cars under load, off load, low, mid, high rpm, and play around with the different cross fading techniques, etc. Really cool. Also interesting is that "load" is not an input. It's just derived from the RPM change with a smoothing factor (which is good because I don't think engine load is provided through outsim). If anyone plays around with it, if you click the tiny white bar that represents the current load, it shows you the load volume curve which isn't visible otherwise. My first thoughts were, this doesn't really seem like it would be too difficult to program at all. The biggest issue would probably be getting good samples.
Recording quality sound is another thing I know nothing about. Hell after 2 years I couldn't even get my in-car camera mic working properly... I found this article here on recording audio from cars:
http://www.gamasutra.com/view/ ... gine_sounds_for_games.php
It turns out the author is responsible for the sounds in iRacing and most other racing games. It seems like most recordings are done on a dyno with the mics placed inside, by the exhaust, and near the intake. Since I have no access to a dyno nor do I want to spend even more money I'd have to record the samples on a highway or something. I'm not exactly sure how I'm going to get a sample in 6th gear under load at high rpm though... without factoring in wind by the exhaust and whatnot. The article is a little old and although DAT may still be used I thought solid state would be a better/cheaper alternative. I found this site here after a bit of digging:
http://www.soundprofessionals.com
It looks like even on the lower end, it's still going to cost ~$350 to get quality stereo samples for my dumb experiment.
http://www.soundprofessionals. ... /item/TAS-DR-1-MIC-BUNDLE
Here's some other interesting reads I came across:
http://forum.racesimcentral.com/showthread.php?t=124451
http://www.developmag.com/tuto ... 41/Heard-About-Sega-Rally
So I guess my only question is, am I wasting my time and money? After playing iRacing for a couple of weeks I'm convinced that sample based sound systems can definitely sound good even if synthesized sounds are ideally what all sims should pursue. Could this possibly be a good community based project?
Discuss.