Closed michurebmann closed 1 year ago
its pretty big because i added a lot of engine sound samples, each of them are around 500kb(5 sec wav) perfectly looped, all recorded via "engine-sim" and cutted by me
its a bit complicatet at first because i have implemented 2 possibilitys to create the on/off gas effect, either 2 sounds that blend over when on/off gas or/and hi/low pass filters for either on or off gas. i make a lot of sound samples, you can test around with them. all have the recorded rpm and throttle pos in the name. you can combine even a 2000rpm and a 4000rpm file for on off gas when adjust the rpm variable correct and it will sound good. somethimes the off throttle file sounds better when used as on gas and so on.
but its a special case when your car turns to 18k rpm, the pitch difference is too high to soun good on all rpms... the sound samples for exhaust backfire and shifting are very poor, but the logic is here....
maybe i should add additional logic for the drag wind sound, bacause depending on CW-value uf the car it should become loud sooner or later...
i will fix the issues soon!
Oh and also, did you record the other sound samples yourself as well or downloaded them somewhere?
i downloaded them and looped/trimmed them my self, they are from here: https://freesound.org there are a lot of cc0 sond samples! the brake noise is a violine for example and the exhaust plopping is someone clap his hands ;), thats why the sound are a little strange in some cases, i improvised a lot.... i have taken care to only use cc0 samples but i cant remember which ones exactly.
by the way, its not so easy to implement the tire squeal because the tire values oscillates so hard, specially in the z direction (slip ratio) maybe its best to implement the sound as it is and try to stabilize the tire model a bit. and then maybe implement the tire sound together with all other tire effects (smoke, tire matks, differend sounds for different grounds) in a seperate node per wheel or so, but we have to discuss first a bit about it, its a lot additional code, tought it was simpler, but the different grounds alone is a lot more samples/code and since the logic for skid marks and smoke is basically the same, it shoulb be in the same place?
like allways, when you implement things, a lot of details show up you dont think before
I do know that site, its great. In a previous project of mine, i had a tire squeal sample that originally was uploaded to freesound, then someone looped it and uploaded the looped version to opengameart.org.
In that previous project, i only played the tire squeal if linear_velocity > threshold because of slip instability in low speeds. Threshold was 2.0 IIRC. For me that helped a lot and the squeal in high speeds sounded good. Did you try it with any sort of threshold?
But i think you might be right about the tire sound, smoke and marks being similar so they could be implemented in same script. I can implement these once this is merged.
you are right, its just on low velocitys but its not really satisfying when just working half, for example when making donuts and so on. it sounds not bad, i allready have an squeal sound sample and i will leave it in the project but will remove the tire squeal code so you can merge it. i will make the changes you requested now. i still can implement it if you like it. but would prefer to do it in a new pull....
Maybe we should switch to a different slip model for low speeds and / or implement the friction clamping method from the gdc talk you emailed me. Maybe then the squeal sounds would be better in low speeds.
Or something, did you have something planned for the low speed sounds? You can do the rest of the changes if you want.
If I had the solution, I would tell you ;) I've experimented a bit but without success. unfortunately there is not much to be found on the net on this subject. the problem has already been solved x times by others.
i will think about it. i understood the force clamp method for the x-direction, but not for the y-direction. but I haven't looked into it specifically. I was hoping you would find a solution.
maybe some restructuring may be needed for solve the problem, i don't want to get too involved in the core mechanics of the project since it's yours.
Ok I can figure out the low speed squeling/smokes/marks later once the high speed ones are implemented. Maybe there could be one solution for all of these since the root issue on all of these is low speed slip instability.
I will merge this now.
added:
-engine sound on and off throttle files -exhaust plopping -gear change sound -brake noise -drag wind noise -every car unique engine sound -lots of engine samples grouped by engine types -possibility to manipulate sound via filter dependent on engine load -added a new audio bus on which the engine stream players are routed