SOUND ENGINE CONTEST!!!! 100$
Posted: Wed Mar 11, 2009 1:55 pm
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!
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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
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!
----
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