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  Connecting engine sound to speed  (Read 884 times)
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Offline bauerr

Junior Duke




Java!!!!!!!!!!! !!!


« Posted 2005-06-21 06:17:34 »

Hi,

another sound problem: Is there a possibility to speed up the frequency of a sound file? I have plane and would like to get the sound changed when it accelerates. Unfortunately I have no idea about this (no even a search key).
Is it possible to influence the current sound file or would it be better to have more than one soundfile for engine sound.

Any hint, link, search phrase would be appreciated.

Regards.

Ralf
Offline arne

Senior Duke




money is the worst drug- we should not let it rule


« Reply #1 - Posted 2005-06-21 08:39:57 »

you're meaning the doppler effect?

maybe you could try using openAL, but I don't know, what it supports, so I'm probably no big help there.

:: JOODE :: Xith3d :: OdeJava ::
Offline bauerr

Junior Duke




Java!!!!!!!!!!! !!!


« Reply #2 - Posted 2005-06-21 09:02:38 »

I would appreciate if I could avoid an external API. I would like to create my current game without external API to be able to see the benfit of external API's if  I use the in future projects.

An no I don't mean the doppler effect. I just want to implement the acceleration of an engine to my game.
As an example:

If the plan is landed, but engine is running its: toc.....toc.....toc.....toc
If its accelaration its toc...toc...toc
if its flying with highest speed its: toctocotc

Somethin like this  Grin
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Offline c_lilian

Senior Duke


Projects: 1


Java games will probably rock someday...


« Reply #3 - Posted 2005-06-21 10:14:37 »

You can skip frames in your engine sound samples (the more, the higher frequency you'll get) but there will be aliasing effects if you delete to much frames.

in google, search for "pitch-bend" effects, there are other ways (harder) including FFT-ing your sound samples to resample them at different rates.

Lilian

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