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Rec.Autos.Simulators Archive

Re: The engine sound in NASCAR Heat...

6 posts by 6 people · 26 Aug 2000 19:10 UTC - 28 Aug 2000 06:26 UTC

Bengal 26 Aug 2000 19:10 UTC#236842
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:
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
David L. Cook 26 Aug 2000 20:22 UTC#236875
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 >
Gerry Aitken 26 Aug 2000 20:23 UTC#236849
bengal wrote:
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 > Bengal
I agree, sounds like that to me too.
Nos 27 Aug 2000 00:56 UTC#237035
On 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
Pete 27 Aug 2000 05:16 UTC#236712
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 Bradley
Tom Pabst 28 Aug 2000 06:26 UTC#236204
John.... 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 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 Bradley

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