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SOUND ENGINE CONTEST!!!! 100$

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Presti70
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SOUND ENGINE CONTEST!!!! 100$

Post by Presti70 »

Hi everyone!

I would like to make a sound engine contest!
For this reason, I'll pay 100$ (by paypal), to the first oo-designer who will make a sondengine.oxp according to the message of Ahruman below (or with a better idea).
The contest will close on the 31st of march. It is not a joke!!!

Good Work!
:lol:

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Ahruman wrote:
pagroove wrote:
I just thougt that the sound has to loop then. Is that possible. Could a scripter script such a engine sound mod easily?

Yes.
Code:
this.source = new SoundSource;
source.loop = true;
source.play("[something]");

The downside to this is that there’s no way to make it randomly switch between variants, so you get the full repetitiveness of a loop.

well you could include various stages,

an attack sound from speed 0 til speed 1-30% . as in throttle up, non looped
a sustain sound for speed 1-30%, for constant speed that loops

a decay sound when speed is going from 1% to 0.. that stops...

do the same for 31 to 60 %
and 61 to 100 % speed..

would require in my example 11 different sounds..

sound 1: 0-1% engine throttle up

sound 2: 1%-30 % sustained sound, looped, checks that sound 1 has completed throttle up before starting to play.. and that speed is still within 1% to 30%, need not be long...

sound 3: 1% to 0 engine shut off...

sound 4 33-32% engine throttle down

use the same procedure for transistion to 34-66% and 67%-100 %

would´nt be to hard to do(ofcourse there is allways going to be "surprises") ... however, i´m a tad busy with other things
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Post by DaddyHoggy »

That's very generous but I suspect that anybody with a suitable talent and time would do it for free (and the knowledge that they "won" the competition)
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Presti70
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Post by Presti70 »

DaddyHoggy wrote:
That's very generous but I suspect that anybody with a suitable talent and time would do it for free (and the knowledge that they "won" the competition)
Anyway.... I confirm the prize of 100$...
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pagroove
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Post by pagroove »

interesting. Sadly I can only make sounds but not the engine itself. I have not time for it now. I hope someone will have time and then he/she deserves the price :D
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Post by Screet »

pagroove wrote:
interesting. Sadly I can only make sounds but not the engine itself. I have not time for it now. I hope someone will have time and then he/she deserves the price :D
As you mention it...I *really* like Tianve, not because of the pulsar! ;)

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Zbond-Zbond
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sound data loops

Post by Zbond-Zbond »

Is there an equivalent to the reverse-loop- mirror-loop-crossfading techniques used in sampled or synthesized sound-data files created for space invader machines (or vibration triggered ROM devices programmed for toys etc.)? I have written thousands of these for a range of "novel applications" which are available if anyone wants them. Most of them are in AIFF or an early YAMAHA format, or in a newer compressed format (from Sweden - don't know if trademarks are the go here? so not mentioned). They are bass-heavy (down to 8Hz) if connected to a suitable rig probably quite good for space-ship sound..

If sounds are written as "dual voice" rather than "stereo" you can create a type of synthesis in the air by phasing sound appropriately from each speaker to eliminate looping sounds &/or generate new timbres, again a possibility for graduated spaceship sounds?

don't know if this is any help, though..............
Presti70
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Post by Presti70 »

As you mention it...I *really* like Tianve, not because of the pulsar! ;)
BY THE WAY.. I've installed the Tianve.OXP, but the Pulsar is a simple red rock without "flashing" effect. It is correct????
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Post by Screet »

Presti70 wrote:
As you mention it...I *really* like Tianve, not because of the pulsar! ;)
BY THE WAY.. I've installed the Tianve.OXP, but the Pulsar is a simple red rock without "flashing" effect. It is correct????
No. Even with my buggy ATI drivers I do see an orb when it's worst and a rotating sphere with some movement effects on it when it's working. Still I don't know if that's how it is intended to look.

Screet
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