In article <e73120f9.0401280910.2bb1d0fa@[EMAIL PROTECTED]
>,
Morfeas <greek_bill@[EMAIL PROTECTED]
> wrote:
>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.
You can set the pitch of items with the SetFrequency() call in
DirectX's DirectSound. That'll let you make continual small changes
w/o huge 'steps' that the discrete samples would involve.
>2. Tyre screeching sound
>Thing is, I cannot find a segment/****tion 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 ****tion of the screeching sample?
This is more an issue with the creation of sound efx, not the
playback. Some sound editing programs allow you to play a sample
looped, so you can hear it again and again. I know the copy of
SoundForge XP which came bundled with my Soundblaster Live years ago
has that capability. You'll probably want to find a short sample that
doesn't have distinct parts, and loop that.
Nathan Mates
--
<*> Nathan Mates - personal webpage http://www.visi.com/~nathan/
# Programmer at Pandemic Studios -- http://www.pandemicstudios.com/
# NOT speaking for Pandemic Studios. "Care not what the neighbors
# think. What are the facts, and to how many decimal places?" -R.A.
Heinlein


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