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New Motor Sound Method

Open RakagoBVE opened this issue 1 year ago • 2 comments

What if, instead of using individual motor sounds and text files to manage phases and pitch, we just used an audio file for the entire sound, and make it sync with the speed of the train? Other games use this, like Codemasters' DiRT series, instead of using a low/medium/high RPM audio for their engine sounds, they just use an audio sample of the engine slowly revving up/down and sync it with the RPM in game.

Here's a video I made demonstrating this method: https://youtu.be/S0G9lPzEg1A

What do you think? Could we see this method be applied to motor sounds in OpenBVE? It would definitely remove some limitations and would make trains with complex sounds easier to make.

RakagoBVE avatar Dec 29 '23 20:12 RakagoBVE

sync with the speed of the train

noise is complex, especially with internal combusion; is there a set or settable amount of samples that it loops? and do I understand correctly that the game just moves the "cursors"—as it were—along the chirp-like sample to pick an rpm?

mtkft avatar Jan 02 '24 01:01 mtkft

In the example the rev limiter is the part that loops but for trains I don't think this is necessary, so no looping, just synchronizing the audio with the train's speed.

RakagoBVE avatar Jan 05 '24 14:01 RakagoBVE