Ya I too notice some hissing and such . Actually I find the incar engine
sound quite good havingdone some actuall driving myself. Could it be
that some of the additional hissing imitates a wind or flowing air sound
in the car. Seems to get louder with speed. kinda sounds that way to me
anyway
Bengal
http://members.home.net/bengal2/karttec.html
John Bradley wrote:
THANKS!
In article <MPG.1411d872694c894c9896dd@news>, [email hidden] wrote...
Quoted text (29 lines)
> is less-than-desirable, but you probably knew that already. > > I've put a patch up on my site that'll give you a somewhat-better sound > (to my ears, at least): > > http://members.home.com/bradley2/nh > > Note that even with this patch, the engine sound *still* sucks. I've > done some research into this, and (as far as I can tell), the problem can > be traced to a half-assed pitch-shifting algorithm in the NH code. All > that high frequency 'hash' (static, hiss, etc.) you hear in the game? > It's *not* in the original sample! > > I tested my theory by substituting the engine sound with a pure > (computer-generated) 1000Hz sine wave @ -6dBFS. In-game the sound had > all manner of nasty, hissy, flangey artifacts. > > (FWIW, this is on an otherwise perfectly decent sounding SBLive.) > > Now of course, I could be wrong, and if so, I offer my humble apologies > to all concerned. Maybe I just don't fully understand the file formats > or whatever... But in any event, I'm quite disappointed with the sound > in NH, and I'm even more disappointed that it appears we're *stuck* with > it, barring an actual code patch from MGI. > > Cheers, > > --John Bradley >
bengal wrote:
I agree, sounds like that to me too.
Quoted text (7 lines)
> > Ya I too notice some hissing and such . Actually I find the incar engine > sound quite good havingdone some actuall driving myself. Could it be > that some of the additional hissing imitates a wind or flowing air sound > in the car. Seems to get louder with speed. kinda sounds that way to me > anyway > BengalOn Sat, 26 Aug 2000 20:28:14 -0700, Gerry Aitken
<[email hidden]> thus spoke:
>I agree, sounds like that to me too.
Yes, it is the sound of wind I think. To be honest I find I get more
static in N3 than NH.
--
Nos
John, the same thing happened with DTR. The compression
routines in the game made a mess of the sound. It took awhile
to figure out how to add noise to the noise being generated
by the compression to make it sound cleaner. If I can get Barry
to try the same routines he used to clean up DTR maybe we
get a better sound.
Pete
"John Bradley" <[email hidden]> wrote in message
news:MPG.1411d872694c894c9896dd@news...
Quoted text (28 lines)
> is less-than-desirable, but you probably knew that already. > > I've put a patch up on my site that'll give you a somewhat-better sound > (to my ears, at least): > > http://members.home.com/bradley2/nh > > Note that even with this patch, the engine sound *still* sucks. I've > done some research into this, and (as far as I can tell), the problem can > be traced to a half-assed pitch-shifting algorithm in the NH code. All > that high frequency 'hash' (static, hiss, etc.) you hear in the game? > It's *not* in the original sample! > > I tested my theory by substituting the engine sound with a pure > (computer-generated) 1000Hz sine wave @ -6dBFS. In-game the sound had > all manner of nasty, hissy, flangey artifacts. > > (FWIW, this is on an otherwise perfectly decent sounding SBLive.) > > Now of course, I could be wrong, and if so, I offer my humble apologies > to all concerned. Maybe I just don't fully understand the file formats > or whatever... But in any event, I'm quite disappointed with the sound > in NH, and I'm even more disappointed that it appears we're *stuck* with > it, barring an actual code patch from MGI. > > Cheers, > > --John BradleyJohn....
Nice bit of work there..... and nice to see someone else working on "engine
sounds"......too!
I remember thinking...after my first 30 seconds in the Heat cockpit..."Oh
man, some dumb-ass put a flange FX.......and maybe a little "reverb" in the
base engine sample!" That means it will, A) Neutralize all SB Live sound
card users from applying "Environmental" FX sounds to Heat, and; B) Make it
hard as hell to bring the "engine sounds" to the foreground of the sound
field.
I haven't had a chance to check out your "fix"....lame as you say it
is........"anything" of an improvement has to help. I have been in Los
Angeles on business all this week.....so I haven't even had the chance to
pick up the full-version Heat box yet. I will be adding in your engine
sample pronto when I do (and checking the Heat car physics on the road
courses too).
Is it possible all those "artifact" sounds could somehow be "zero-summed"
with some FX added? .....or something along that line......
I think I could even live with the "junk" sound overlay if we could at least
turn the engine sample (solo sound sample) up and the other FX sounds
down....so as to get the engines into the "foreground." It is only my
personal taste...or opinion....but I can't possibly think of NH as a serious
simulation with the current sound package. It is nearly "DTR" all over
again! And, that didn't stay installed on my system for more than a few
days.
I think I posted earlier in this week....something about MGI/Hasbro having
farmed out the sound work to outside people....and "stopping pay" on their
check! Hope they did that.....or at least can get a "patch" out of
them....at no charge!
I plan on seeing what I can do for NH...engine sound-wise.....will send you
my "results" if this proves fruitful. Although, from what you've said (and
demonstrated with samples on your website)...I'm not hopeful at this point.
Regards,
Tom
"John Bradley" <[email hidden]> wrote in message
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