That being said, other than the idle, it sounds like ass. Lots of work to do.
Crossfading file formats
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aeffertz
- Posts: 4039
- Joined: Sat Sep 06, 2014 7:01 am
- Team: Studio ATE
- Location: Wiscansin
Re: Crossfading file formats
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.
That being said, other than the idle, it sounds like ass. Lots of work to do.

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aeffertz
- Posts: 4039
- Joined: Sat Sep 06, 2014 7:01 am
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Re: Crossfading file formats
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.
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.
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.
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.
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.
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.swCode: Select all
pipe 4.0 2.0 0.0 0 15
soundtable @simple250f.soundtable
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aeffertz
- Posts: 4039
- Joined: Sat Sep 06, 2014 7:01 am
- Team: Studio ATE
- Location: Wiscansin
Re: Crossfading file formats
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
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jlv
- Site Admin
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- Contact:
Re: Crossfading file formats
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.jlv wrote:Each patch definition looks like this:patch_filename is a raw 16 bit sound file. pulse_count is how many power strokes are in the sample.Code: Select all
-1 pulse_count patch_filename
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
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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jlv
- Site Admin
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Re: Crossfading file formats
I just uploaded all the stock sounds here.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.