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  Realtime Sound Generation with Byte Array  (Read 3389 times)
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Sticko
Guest
« Posted 2007-12-30 08:54:01 »

Hi all,

I just tried to generate sound for my car game http://www.brasurf.com.au/CraigsRace/ and I didn't do very well.   Roll Eyes

Problem is I don't know how to generate the sound to make the correct sound effect.  I fiddled around with combining sine waves to create an engine noise, with tyre skid effects, and I did some random noise for firing rockets, however, it really doesn't sound very good.

Has anyone done anything like this before?  Do most people use very short sound clips and modify them instead of generating the sound effect?

Any help would be much appreciated!   Smiley

Cheers,
Craig.
Offline Herko_ter_Horst

Senior Newbie




Java games rock!


« Reply #1 - Posted 2007-12-30 16:13:25 »

AFAIK, most racing games use samples. I know of only one or two that are based entirely on synthetic sounds (http://www.liveforspeed.net/). Don't know how they do it, though sry...
Offline brackeen

Junior Member





« Reply #2 - Posted 2007-12-30 19:29:41 »

If you're looking to do pre-rendered sound clips, try this out:
http://www.imitationpickles.org/ludum/2007/12/13/sfxr-sound-effects-for-all/

As for car engine sounds... I did it once, and it was difficult. I mic'ed a Honda starting up, and then heavily edited it in Goldwave to make it sound deeper and to loop correctly. It was just "ok"...  good enough for a game.
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Sticko
Guest
« Reply #3 - Posted 2007-12-31 04:50:08 »

If you're looking to do pre-rendered sound clips, try this out:
http://www.imitationpickles.org/ludum/2007/12/13/sfxr-sound-effects-for-all/

Awesome!  That will do nicely for my rocket sounds!  Thanks for the link.   Grin

As for car engine sounds... I did it once, and it was difficult. I mic'ed a Honda starting up, and then heavily edited it in Goldwave to make it sound deeper and to loop correctly. It was just "ok"...  good enough for a game.

Cool.  When you did it, do you remember if you loaded the sound into a byte array and directly modified the byte array to get different pitches (Ie: Different sound for different engine speed)?  I tried loading a clip and modifying the FloatContol.Type.SAMPLE_RATE to get the different pitches, but Java said it wasn't supported.
Offline mrbungle

Senior Newbie


Projects: 1



« Reply #4 - Posted 2008-01-16 12:43:53 »

Awesome!  That will do nicely for my rocket sounds!  Thanks for the link.   Grin

Cool.  When you did it, do you remember if you loaded the sound into a byte array and directly modified the byte array to get different pitches (Ie: Different sound for different engine speed)?  I tried loading a clip and modifying the FloatContol.Type.SAMPLE_RATE to get the different pitches, but Java said it wasn't supported.

Use SourceDataLine for streaming the sound. You can adjust pitch by adjusting the rate you feed the samples (and interpolating the between values). You can also use more advanced tricks like using different samples for different revs (and again interpolating the between values).

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