Few month ago we (I and my friend) started new project. It’s a racing game made with JME and called MIni Machines.
It uses “old school” top down camera and handling with mouse
This seems really nice :). The user interface where you select the cars is cleverly animated! You also have eye for detail in making the skid marks on the track. Do you use JBullet for physics?
Looks great, it remembers me at the old dos game clone from micromachines, where you had weapons on your car mounted, and mines, and spectators that left bloody trails if you drove over them ^^
I am interested in your engine sound. Does anyone know how to achieve the sound effect of the engine rpm going up and down? Do you simply play back the sound faster / slower or is it multiple sounds? I haven’t noticed any advanced playback options on the standard audionodes in JME.
Can it be achieved by simply using AudioNode.setPitch()? This only allows playback ranges between 0.5 - 2, which is quite limited.
@nihal said:
I am interested in your engine sound. Does anyone know how to achieve the sound effect of the engine rpm going up and down? Do you simply play back the sound faster / slower or is it multiple sounds? I haven't noticed any advanced playback options on the standard audionodes in JME.
Can it be achieved by simply using AudioNode.setPitch()? This only allows playback ranges between 0.5 - 2, which is quite limited.
? 0.5 - 2 is a two octave range, one up and down from the original sound. That’s a pretty wide range to stretch a single sample.
The idea is to have multiple sound files pre-loaded. And then, choosing the correct one and playing it at different pitches depending on speed.
Currently, I’m only using one sound file, but will use different ones when I focus a lil more on that.
Real problem is finding/recording those engine sound files. I haven’t managed to find free ones yet (for commercial uses).
@pspeed said:
? 0.5 - 2 is a two octave range, one up and down from the original sound. That's a pretty wide range to stretch a single sample.
Sorry about the “quite limited” comment, I was speaking out of ignorance. But I was wondering practically how to do this? Could I simply record a sound loop for every gear at 4000rpm, then choose the sound file depending on gear and then scale the pitch from 0.5 to 2 to acheive sounds of the engine at 2000rpm - 8000rpm?
I guess I will go play around with the pitch now… But I really have no idea about practical sound engineering, it’s a bigger worry for me than producing code, 3D models and textures for my game…
@loopies said:
The idea is to have multiple sound files pre-loaded. And then, choosing the correct one and playing it at different pitches depending on speed.
Currently, I'm only using one sound file, but will use different ones when I focus a lil more on that.
Real problem is finding/recording those engine sound files. I haven’t managed to find free ones yet (for commercial uses).
Arh, just saw your answer. Thanks! Even with only one sound I think your sounds are pretty convincing. I guess if multiple sounds are used it will be a challenge to not make the sound swap audible? A quick fading in/out of sounds somehow?
@nihal said:
I am interested in your engine sound. Does anyone know how to achieve the sound effect of the engine rpm going up and down? Do you simply play back the sound faster / slower or is it multiple sounds? I haven't noticed any advanced playback options on the standard audionodes in JME.
Can it be achieved by simply using AudioNode.setPitch()? This only allows playback ranges between 0.5 - 2, which is quite limited.
Yes, i simply play one sound faster or slower using setPitch(), this is enough for me.