Went for a 'precise' ride in a straight line on my 2010 CRF250R with an MRD Pro Comp 2 pipe with my go pro on, hopefully we can do something with the sound.
1. What do you recommend as the lowest amount of separate sound files to use to get a smooth playback?
2. Average length of sound depend on the number of sound files using? What's a 'good' range for length of each sound?
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
I'd want a separate sample for every 10% change in RPM. If you try to cheat too much on that you'll get chipmunk sounds.
I only used long samples for the idle sounds. The other ranges are all a single power cycle. I tried using longer samples for other ranges but it sounded worse because you could hear patterns repeating in them.
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.
Okay, so I downloaded the folder in the original post and opened up each "a" file in Audactity and placed them together on a constant track to hear how the original sound clip sound and it sounds like the original sound was a bit muffled.
I got some sound clips I'd like to piece together, I've gotten the idle and rev limiter figured out but for the rev, there's an "a" and a "c" file. How does the game put those sounds together? Is one acceleration and the other for decel?
Been playing with for a few hours now and actually JLV's sounds aren't bad. I think the main thing is just that they have to be converted down to a mono wav track which makes them sound less real. Anyway you could have the existing sound engine run an MP3 file?
And JLV, could you tell me which files it repeats for idle? If I loop 01000-01-a and 01108-01-a, it sounds like the game's idle, but there's still b and c files for those as well..
It depends on how much torque the motor is producing. The A files are for when the motor is under a heavy load, B is for light load/coasting and the C files are for negative load/engine braking situations.
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.
So when I go to export the wav, do I just save it as a 16-bit wav and then rename it to .sw for it to play in the game or how do I go about that? Audacity doesn't have a export sw option and I don't really see a converter or anything online.
I don't have an issue opening the files. It's creating new sw files. That SoX program always crashes whenever I try to open it. Is it a Windows program?