Crossfading file formats

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aeffertz
Posts: 4039
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
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Re: Crossfading file formats

Post by aeffertz »

Yeah, the folder with the sound bites needs to be named default250f not x250f.

That being said, other than the idle, it sounds like ass. Lots of work to do. :oops:
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aeffertz
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Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
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Re: Crossfading file formats

Post by aeffertz »

So I've gotten around to messing with this again and I'm starting to get somewhere. My question for you JLV is is there a set limit on how long a sound bite can be?

I've been playing with it just to see if I'm understanding the process completely and tried to make a simple sound file with long (around 2 seconds) audio files to loop. However, the audio files seem to be looping at like, 100x the normal speed. So it doesn't even sound like an engine anymore at this point. :lol:

I'm not entirely sure what pulse count means, but I noticed if I have it at 1, the sound bites are slower than if they were at 100. Are there other numbers I can adjust that would make the pulse count slower, with it at 1?

The RPM step number just means how many RPM levels there are, correct? I'll show you what I have quick.

Code: Select all

SOUNDTABLE 4 2
1000
3000
6000
13000
0.25
0.75
-1 10 @default250f/idleoff.sw
-1 10 @default250f/idleon.sw
-1 10 @default250f/midlowoff.sw
-1 10 @default250f/midlowon.sw
-1 10 @default250f/midhighoff.sw
-1 10 @default250f/midhighon.sw
-1 10 @default250f/highoff.sw
-1 10 @default250f/highon.sw
The mid sound bites are around 2 seconds long. The high sound file is 0.1 second long and I've gotten that to sound great.

Code: Select all

pipe 4.0 2.0 0.0 0 15
soundtable @simple250f.soundtable
Like I said, I have the sounds working in game, except other than my REV limiter sound, they all sound as if they being looped at way to high of a speed. A quick explanation on what I need to change (if possible) to make them come through correctly would be awesome! Or even why I can't have a longer sound bite loop would be appreciated, too.
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aeffertz
Posts: 4039
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
Location: Wiscansin

Re: Crossfading file formats

Post by aeffertz »

Oops, that soundtable I pasted was incorrect.

Code: Select all

SOUNDTABLE 4 2
1000
3000
6000
13000
0.25
0.75
-1 1 @default250f/idleoff.sw
-1 1 @default250f/idleon.sw
-1 1 @default250f/midlowoff.sw
-1 1 @default250f/midlowon.sw
-1 1 @default250f/midhighoff.sw
-1 1 @default250f/midhighon.sw
-1 10 @default250f/highoff.sw
-1 10 @default250f/highon.sw
Image
jlv
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Re: Crossfading file formats

Post by jlv »

jlv wrote:Each patch definition looks like this:

Code: Select all

-1 pulse_count patch_filename
patch_filename is a raw 16 bit sound file. pulse_count is how many power strokes are in the sample.
The pulse count isn't something you're supposed to experiment with, it has to be correct for the patch. If the patch has 10 power strokes in it you have to use 10 as the pulse count. Anything else will be way off.
Josh Vanderhoof
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jlv@mxsimulator.com
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jlv
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Re: Crossfading file formats

Post by jlv »

I just uploaded all the stock sounds here.
Josh Vanderhoof
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jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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