赛车游戏中的物理汽车声音模拟
我一直在思考如何为汽车创造逼真的声音。主要的声音是发动机的声音,然后是各种风声、路声和悬架声。
有没有引擎声音模拟的开源项目?简单地提高样本的音调听起来不太好。理想的情况是允许我选择发动机类型(即直列 4 与 v-8),添加涡轮/增压器呜呜声等额外功能,最后设置负载和转速。 类似于 http://www.sonory.org/examples.html
中使用的那种EA 体育 iPhone 游戏和 Firemints 真实赛车游戏。
i have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds.
Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm.
Something like http://www.sonory.org/examples.html
The kind of one used in EA sports iphone games and firemints real racing games.
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对高音乐器进行采样时,您需要多种样本,称为多重采样。因此,您将获得一个 600RPM 的样本,一个 1200RPM 的样本,另一个 2400RPM 的样本,依此类推。最好提供指数增量的样本(这是感知音调的方式)。
除了提供多重采样之外,您还需要以不同的速度提供采样(有时称为超采样),例如当您在 2 英尺、20 英尺和 200 英尺远时。由于距离和声音传播方式的不同,纹理存在差异。
除此之外,您还需要在区域之间交叉淡入淡出,以便过渡平滑,并提供温和的调制,例如 EQ 增强、剪切、通过滤波器扫描等。
您还可以通过在音乐论坛上询问合成专家来节省大量时间,例如 Propellerheads 或 KVR。他们可以告诉您哪些合成方法可以产生令人信服的引擎声音,如果他们可以通过合成来做到这一点,您将拥有更加真实和交互式的引擎声音。
When sampling pitched instruments you need a variety of samples, called multisampling. So you'll have a sample for say 600RPM, one for 1200RPM, another for 2400RPM, and so on. It is best to provide samples for exponential increments (which is how pitch is perceived).
As well as providing multisamples, you will also want to provide samples at different velocities (sometimes termed as hyper sampling), such as when you are 2 feet, 20 feet and 200 feet away. There is a difference in texture due to proximity and the way that sound travels.
Also on top of that you will want to cross fade between zones so that transitions are smooth, as well as providing mild modulations such as EQ boosts, cuts, pass filter sweeps and so on.
You can also save yourself a lot of time by asking synthesis experts on music forums such as Propellerheads or KVR. They can inform you on what synthesis methods produce a convincing engine sound, and if they can do it through synthesis, you will have a much more authentic and interactive engine sound.