Tuned exhaust?

I was think the same the other day while trying to replicate a F355 engine.
Although for that to happen the sound had to be really good.

Speaking as the guy who spends many hours tweaking EQ to make the engines sound OK at all, I think most possible EQ changes you could allow the player would make things sound worse. In my experience it’s only very specific changes that work well.

Plus, other than personal taste and satisfaction, what game benefit would it offer? How would the game “judge” the sound and incorporate it into sales, and what kind of development would have to go into the game to implement such a feature? Not worth the time, imo.

As cool as the ability to tune exhaust notes would be(For about twenty minutes) I have to agree with Daffy, he knows his stuff obviously. As someone who has fiddled with engine notes on audio programs in the past[size=50](Merely experimenting, I am by no means a sound engineer.)[/size] the MOST that would even work and not sound terrible would be the ability to maybe change pitch, which I suppose wouldn’t be too hard for the devs to incorporate?.. But really, is there any benefit to adding it?

I wouldn’t oppose the feature by any means if they decided to slap it in as a quick bit of potential ear-candy. But I don’t see how it holds anything past sheer novelty, so no real point in grabbing a picket sign and standing outside the camshaft studios headquarters. :slight_smile:

In my opinion, the sound of engine is personal for everyone.

I like the suggest of the mixer synth for the exhaust sound, because the default sounds doesn’t have personality and punch.

I think the developers shouldnt waste their time on this. Doesnt add to the gameplay as just some fun stuff really. Nothing that brings you more sales, gives you more sportiness or whatsoever.
Waste of time.

Yes, but if that was something that could be fixed just by some simple EQ (of the type that people are suggesting having ingame) we would have already done it to the default sounds ourselves!

I’d honestly say at this point I’ve spent over 100 hours tweaking and reworking engine sounds in a pro sound package with a lot of tools at my disposal, so I can’t imagine the kind of simple controls we could have in game would do anything of use. Hell, even with the excellent tools we have, most of the EQ tweaks end up making things worse, and the ones that do work usually require a complicated set of envelopes controlling gain and frequency across the rev range.

I know what you guys are getting at here, but please believe me when I say it wouldn’t produce results you’re happy with, a large percentage of people would not even touch it, and it’d be a waste of time we could otherwise spend on things like finishing the tycoon game, adding more engines etc.

Solution: a folder (in the game path) to put custom sounds files (for example, put a file with sound characteristics, like frequency, echo, reverberation…).

A one question: How are structured the Automation game sound files?

vmo, also that isnt going to happen. Its not that simple… Plus these sounds are very complicated as daffy explained… who really would tweak this? This requires quite some extra work that is better spent on the Tycoon than for those 20 people that might do these things.

Out of a lot of things suggested, this is by far one of the worst to spend time on. Then I rather see an interior designer (which probably never comes also but has a lot more gameplay value)

While I highly doubt that, I agree with the sentiment :stuck_out_tongue:

Comparing to the tuned exhaust volume, it has. :wink:

[size=70]Reply to my private message damnit! :stuck_out_tongue:[/size]

[quote=“vmo”]Solution: a folder (in the game path) to put custom sounds files (for example, put a file with sound characteristics, like frequency, echo, reverberation…).

A one question: How are structured the Automation game sound files?[/quote]

Each engine is a set of over 100 individual RPM ranges for open and muffled intakes and exhausts all cunningly crossfaded and built into an FMOD project.

They are exceeeeedingly complex to replace. The idea of user tweakable engine sound is 100% not workable.

[quote=“Daffyflyer”]

[quote=“vmo”]Solution: a folder (in the game path) to put custom sounds files (for example, put a file with sound characteristics, like frequency, echo, reverberation…).

A one question: How are structured the Automation game sound files?[/quote]

Each engine is a set of over 100 individual RPM ranges for open and muffled intakes and exhausts all cunningly crossfaded and built into an FMOD project.

They are exceeeeedingly complex to replace. The idea of user tweakable engine sound is 100% not workable.[/quote]

Or making anything to modify these values (modifing all files in one, like editing a file in Audacity) by the user, using a pattern.

I assume you are trolling now? In that case, I’d recommend you stop.

Uh-oh. You’ve woken up the KillRob, 24 hour ban is imminent! :stuck_out_tongue:

I think I see what he’s trying to say. As Daffy said, each engine has loads of samples rolled seamlessly into one sound. I think vmo means to change the values of every sample by the same amount (whatever this value is), to then make a sound with a different pitch, but the sound would still flow between samples as good as the original.

I don’t know though, I’m no audio technician, and I assume it’s nowhere near as easy as people think it is. I think it would be much less hassle just to leave this subject alone and declare it a definite no :stuck_out_tongue:

Please, trust me when I say that anything of this kind would be horrible, no fun for the user, would produce poor results and generally be a waste of everyone’s time. :unamused:

If you pitch the sound/sample, the sound would not roll seamlessly anymore since if you pitch a sample it becomes shorter, this would lead to pauses between the shifting samples. EQ thing could work but it would probobly be either a muddy version of the original or then a bright version with sound spikes in different Hz fields (in other words it would not sound like an engine anymore or atleast an pretty f*cked up engine) Also each part was it a 100 samples(?) would have to be individualy EQd to flow with the other samples… Not a fun task :wink: Also i do not see why this would be needed since you can already kind of fiddle with the sound with muffler, bypass etc.

As someone who’s been doing audio work over the years… Pitching is just a cheap method to adjust the octave of the sound (turn a man into a chipmunk), but has the downside of either lengthening or shortening the clip and throwing off the synchronization.

I think what vmo is referring to is something like parametric equalization… and that sucks a ton of CPU cycles for doing it in realtime and most consumer audio (be it integrated or dedicated cards) don’t handle that very well. Trust me, I have an 8 core workstation at home and it still can’t keep up with the realtime preview and the sound is all choppy, I even have a pro-grade M-Audio soundcard that’s supposed to help offload the CPU of sound tasks. If I try the same thing on my quad-core laptop, I can kiss my system’s responsiveness goodbye.

I assume you are trolling now? In that case, I’d recommend you stop.[/quote]

I don’t explain very well (me).

My proposal is to make capable access to the sound files, and anyone modify this with any sound editor (external, like Aduacity, and compress, for example, in the FMOD format).