Crossfading file formats

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Jonee589
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Re: Crossfading file formats

Post by Jonee589 »

DJ99X wrote:3 different torque values. You could think of it as 3 different throttle positions, where 0 is closed, 1 is wide open
Ah, thanks. That makes sense. Thats why there is no B in the high rpm :)
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Jonee589
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Re: Crossfading file formats

Post by Jonee589 »

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.
jlv wrote:lol. I'm such a noob!
yzmxer608
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Re: Crossfading file formats

Post by yzmxer608 »

I have a few questions:

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?
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jlv
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Re: Crossfading file formats

Post by jlv »

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.
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aeffertz
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Re: Crossfading file formats

Post by aeffertz »

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?
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Re: Crossfading file formats

Post by aeffertz »

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?
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Re: Crossfading file formats

Post by jlv »

"c" is negative torque, "b" is neutral torque and "a" is positive torque.

MP3 would be pointless since the samples aren't long enough to need compression.
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Re: Crossfading file formats

Post by aeffertz »

I've gotten all the sw files replaced with new sound bites. How can I test them out in the actual game?
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Phathry25
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Re: Crossfading file formats

Post by Phathry25 »

Put them in your personal folder. Or SAF and into the personal folder.
aeffertz
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Re: Crossfading file formats

Post by aeffertz »

Oh okay, cool. Hopefully they turn out better.
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Re: Crossfading file formats

Post by aeffertz »

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..
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Re: Crossfading file formats

Post by jlv »

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.
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Re: Crossfading file formats

Post by aeffertz »

Okay.

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.
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Re: Crossfading file formats

Post by jlv »

Read the third post in this topic.
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Re: Crossfading file formats

Post by aeffertz »

jlv wrote:Read the third post in this topic.
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?
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