Thursday, April 3, 2025
spot_img

optimization – Find out how to implement engine sounds for racing video games on weak methods with out the usage of instruments like FMOD?


Asking this query as a result of I need to implement performant sound dealing with on weaker methods. Whereas specializing in such methods are a deadend since everybody has quick gadgets, I nonetheless need to do that as a programming train

When taking part in video games such because the Want For Pace sequence on the PS1 and PS2 (and all their contemporaries), I seen the sound high quality of the engines will not be as unhealthy as one would count on. Living proof being NFS Underground 2 which was a large improve over its predecessors

I’m taking these methods for instance since they don’t use FMOD to the very best of my data and since nearly any pc in use at present must be stronger than the PS1 or PS2 on the very least

With my expertise with racing video games on the SNES, understanding how engine sounds labored have been simple. The DSP on the SNES’s audio chip might change the pitch of samples performed in {hardware}. All you wanted have been just a few samples (extraordinarily quick ones by the way in which), and the DSP would deal with pitching it up and down extraordinarily quick

When coming into the fifth and sixth era, we by no means actually had the aptitude to depend on {hardware} quirks like this, particularly as video games have been being developed for Sony, Microsoft, Sega, Nintendo and PC all on the similar time

From what I perceive, the present strategy on present era methods is both to file engine sounds at numerous rpm ranges and have FMOD or another comparable device to deal with taking part in and pitching these sounds in actual time, or utilizing granular synthesis (one thing I do not notably perceive nicely)

Doing equally on fifth and sixth gen methods by altering the pitch of 24-48khz samples in real-time would’ve been extraordinarily taxing on fifth and sixth era methods from what I assume. On that matter, to stop aliasing on account of low pattern charges, you’d have needed to file your samples at 48khz and as much as forestall any nasty aliasing from pitching up your sounds, so the methods needed to crunch by way of extra samples inside a selected timeframe, to not point out doing ALL of this on CPU

So very clearly, these methods have been NOT utilizing these strategies merely due to how sluggish they might be for such methods. In order that choice is ticked off too

So what strategy am I left with then? I am unable to use FMOD, nor can I depend on {hardware} pitch shifting, assuming I’m working solely on PCs, the place I am unable to use a useful DSP

Related Articles

LEAVE A REPLY

Please enter your comment!
Please enter your name here

- Advertisement -spot_img

Latest Articles