Version 1.5

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Rax_MX
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Re: Version 1.5

Post by Rax_MX »

totorox wrote:Just to show a game i love (alpha state), and hear sounds. I think it's a mix with environment samples and motor numerical sound. Power sensations are here when you play it. Not easy to handled a 999cc with antiwheeling off ;p
RC211 (4T)

then 250 2T
I agree with the power sensation :D
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jlv
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Re: Version 1.5

Post by jlv »

One thing I've noticed is more cylinders seems to be easier to replicate. It's a less complex smoother sound. I had never heard a really good single or twin sound. Until just now when I listened to this -

http://www.soundwaveconcepts.com.au/downloads.HTM
(Play "Single Pot - Yamaha 450 engine revved in FMOD. Real samples, real character!".)

I had heard the Indian twin sound from Hill's site before and didn't like it too much. It almost made me wonder if crossfading might not be effective for twins and singles. But that Yamaha 450 sound is pretty spectacular.
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Phathry25
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Re: Version 1.5

Post by Phathry25 »

It does sound good, but it definitely adds fuel to the fire that 4-stroke mx bikes = tractors. :(

The raw power sound isn't there, and it revs way too slow. The initial start up and few revs sounds good, but after that it has a synthesized sound to it.
rideblue56
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Re: Version 1.5

Post by rideblue56 »

Phathry25 wrote:It does sound good, but it definitely adds fuel to the fire that 4-stroke mx bikes = tractors. :(

The raw power sound isn't there, and it revs way too slow. The initial start up and few revs sounds good, but after that it has a synthesized sound to it.
i pretty sure its a WR. they have less aggressive cams and a truck muffler.
FMXIAN
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Re: Version 1.5

Post by FMXIAN »

Yeah the Low-end RPM range sounds damn near perfect. Getting up in between the Mid and High-ends it starts to sound pretty synthetic.
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totorox
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Re: Version 1.5

Post by totorox »

Really good sounds, i love the 450.
The game links are the games made with his sounds ? Because there's games from Piboso in first, GPbike and kart racing pro use same engine, just a different mod. I think 250cc in Gpbike is same than kart sound.
Voutare
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Re: Version 1.5

Post by Voutare »

That 450 sounds nice on the low end/idle, but the rev limiter and the high end sound iffy. I'd say that technique would work with a little tweaking of sounds, and that sample would be nicer if it perhaps had more samples per rev amounts. For instance, and just throwing numbers out there, instead of 2 samples per 1000 RPM, do 5 once you get above say 7000 RPM. And have a nice long one for being tapped out in the air rev limiter for a good Barcia impersonation.
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hondaman
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Re: Version 1.5

Post by hondaman »

http://www.youtube.com/watch?v=R8pGd4bRUwM
I think you should make the rev limiter sound like this
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yzmxer608
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Re: Version 1.5

Post by yzmxer608 »


Last clip is a perfect example.

BUT, you know deep down you won't touch rev limiters until AFTER you do the two strokes, right? ;)
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Voutare
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Re: Version 1.5

Post by Voutare »

One thing I just thought of, is if you plan on getting the samples yourself, and using a microphone, put it in the area where a riders head would be. It would give the most accurate representation of actually riding the bike.
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Phathry25
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Re: Version 1.5

Post by Phathry25 »

I ride 3rd person. And even if you ride 1st person, the only bike you hear from that perspective is you're own. What about the other 19 bikes on the track?...
Voutare
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Re: Version 1.5

Post by Voutare »

True. I never ride online so I didn't think of that. Possibly have two samples, one from your bike and one for the rest?

Or, I don't really know how to explain it, but have it relative to the camera position, because we all know bikes sound different depending on if your in front, behind, so possibly make samples for side, top, front, behind, blend them seperately, and make a cloud type effect around each bike, and depending on what area you are at/in, the sound is according to it. (Like with how most car racing games have different sounds for inside/outside, etc.)

Actually, they'd be really hard and damn near impossible.
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yzmxer608
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Re: Version 1.5

Post by yzmxer608 »

Then add in echoes based on objects and terrain :lol:. That would be insane.
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Mr. Snrub
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Re: Version 1.5

Post by Mr. Snrub »

Voutare wrote:True. I never ride online so I didn't think of that. Possibly have two samples, one from your bike and one for the rest?

Or, I don't really know how to explain it, but have it relative to the camera position, because we all know bikes sound different depending on if your in front, behind, so possibly make samples for side, top, front, behind, blend them seperately, and make a cloud type effect around each bike, and depending on what area you are at/in, the sound is according to it. (Like with how most car racing games have different sounds for inside/outside, etc.)

Actually, they'd be really hard and damn near impossible.

Pretty sure JLV has already taken into account the position of the sound. Heck, he has even included the doppler effect into his sounds...
yzmxer608 wrote:Then add in echoes based on objects and terrain :lol:. That would be insane.
I was actually going to post this as a suggestion once. Have some sort of echo map, sorta like the tile map. The echo effect itself wouldnt be too complex, it would just be getting it to work in certain places. I wanted it for this:

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Jonee589
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Re: Version 1.5

Post by Jonee589 »

This sounds awesome! I hope that JLV works out a way for it to work :D I am willing to wait however long it takes because this would be pure awesome!
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