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Graphics/physics programmer vs. game sound FX (programmer looses!)

by greek_bill@[EMAIL PROTECTED] (Morfeas) Jan 28, 2004 at 09:10 AM

Hi,

I'm writting a game which I'll use for job interviews. While I'm ok
with the graphics, coding, and other aspects of game development, I've
got litelary _no_ experience in audio programming. I've looked around
the net for any introductory documents or tutorials but haven't found
anything worthwhile.

In my game the playes roams an outdoors terrain using a number of
vehicles. I want to add 'simple' sound effects such as engine noise,
tyres schreeching, etc.

In particular :

1. Car engine noise
I've downloaded a few free samples. The way I see it car engine noise
should be higher pitched (and I may be using wrong terminology here)
as the vehicle moves faster. What I've tried so far is to modify an
original sample, increasing the pitch and saving as a different file.
During the game I select which sample to play according to the
vehicle's speed (RPM actually). The result was awful as you can
clearly notice the 'steps' in pitch change. Is there a better
approach?
Just a thought, if I had two samples a low-pitch and a high-pitch,
would I have better results if I 'interpolated' between them? As in
when the car is idle play the low-pitch at full volume and high-pitch
at zero volume, the opposite when it's at full speed, and linear
volume interpolations inbetween.

2. Tyre screeching sound
Once again I found lots of free samples. My problem is that not all
tyre screeches in the game have the same duration. I need to somehow
'loop' a portion of the sample I've downloaded and only let it finish
when the screeching stops. Thing is, I cannot find a segment/portion
of the sample that is 'loopable'. How would I go about making a sound
sample loopable? How would I ensure that when the looping stops I can
'seemlessly' continue playing the end portion of the screeching
sample?

3. Voice recording
Perhaps a silly question, but how can a programmer record his own
voice without making it sound as if he recorded his own voice? ;) The
sound seems to come out 'flat' (for lack of better description). Is it
a matter of microphone quality or post-processing of the sound? Are
there any simpe tips you could give on post-processing?

To conclude, I'm not looking to make a career out of sound FX
programming or anything. I just want to have bad sound effects, as
opposed to God-awful, ear-bleeding inducing sound effects!

Thanks,
Bill

PS I apologize for any incorrect or unclear use of terminology. As I
said I'm clueless!




 3 Posts in Topic:
Graphics/physics programmer vs. game sound FX (programmer looses
greek_bill@[EMAIL PROTECT  2004-01-28 09:10:51 
Re: Graphics/physics programmer vs. game sound FX (programmer lo
nathan@[EMAIL PROTECTED]   2004-01-28 17:28:58 
Re: Graphics/physics programmer vs. game sound FX (programmer lo
greek_bill@[EMAIL PROTECT  2004-01-30 10:02:19 

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