• Simulated sound physics
    33 replies, posted
[media]http://www.youtube.com/watch?v=FyhZWUdlr1c&feature=related[/media] [media]http://www.youtube.com/watch?v=FyhZWUdlr1c&feature=related[/media] Now can anyone do that with a computer voice? [editline]09:37PM[/editline] Also, demo here. [url]http://www.zenprobe.com/phya/#demos[/url]
So this is basically "dynamic" audio? Looks awesome! Although a bit unnecessary, for todays standards at least, for games at least.
I've seen this before. I wonder if would lower the amount of space required for sound files in games?
[QUOTE=Tahrok;25206786]I've seen this before. I wonder if would lower the amount of space required for sound files in games?[/QUOTE] I don't think it's 100% generated. Correct my if I'm wrong, but I think it's basically programmatically mixing and warping a library of sounds. Anyway, it works great and I've always wanted to see something like this.
Just needs a little more work and it'll be brilliant!
It's not sound physics, it's pre-recorded sounds triggered by certain events. Real sound physics would actually use functions that generate actual waveforms. This is no different from the sound you hear when you break a crate in HL2, it's just a little more complex, but not much.
[QUOTE=Number-41;25208126]It's not sound physics, it's pre-recorded sounds triggered by certain events. Real sound physics would actually use functions that generate actual waveforms. This is no different from the sound you hear when you break a crate in HL2, it's just a little more complex, but not much.[/QUOTE] you got the source code?
[QUOTE=luck_or_loss;25208349]you got the source code?[/QUOTE] On the website there are examples available to download. They have the sound files in the directory of the folder. Besides, dynamically created sound in game without any source sounds whatsoever I think would be a bigger deal.
So it's basically just calculating the tone of a sound sound based on the type of collision? Still pretty neat. And wouldn't you just need some basic material sounds and then change the range of possible tones for different sized/shaped objects of that material? Seems like that might require less space if you're doing a bunch of sounds anyways.
The Source Engine does this on a basic level, but don't take me wrong, I'm not trying to bash the video, this is actually extremely lovely. I wish we had this type of dynamic sound in more video games/simulators.
[QUOTE=amcwatters;25216618]The Source Engine does this on a basic level, but don't take me wrong, I'm not trying to bash the video, this is actually extremely lovely. I wish we had this type of dynamic sound in more video games/simulators.[/QUOTE] Agreed, You'd think that among improving physics simulation in games people would look into creating and adding something more complicated simulations, like this into game engines.
Imagine hearing a rockfall or a building collapsing.
I always envisioned a future of procedurally generated sounds in games
imagine glass breaking holy shit
[I]sand falling[/I]
I guess they'll focus more on sound stuff if Unlimited Detail ever gets released.
[QUOTE=luck_or_loss;25208349]you got the source code?[/QUOTE] No I can hear it. Real simulated sound physics would actually simulate the physical process behind sound. This is just an advanced form of sampling. I'm not saying that I can do better or that this sucks balls, the description just doesn't match what's actually being showed in the vid.
[QUOTE=PelPix123;25225822]Here's better implementations: Scraping sounds: [media]http://www.youtube.com/watch?v=JOwTrmgVK4k[/media] Collisions: [media]http://www.youtube.com/watch?v=7xzKyIq9h3s[/media] Reverberation (Source Engine Implementation): [media]http://www.youtube.com/watch?v=MQt1jtDBNK4[/media][/QUOTE] Now THAT gets me excited.
As an audio-geek I find this awesome. Can't wait to actually see it implemented in a videogame or something.
You guys might also want to see this: [media]http://www.youtube.com/watch?v=MHBViinfmKo[/media] It's about generating water sounds, pretty neat :v:
The idea is really good.
These sounds pretty neat, especially the echoing. But the water sounds are too low quality, they need a higher quality recorder.
[QUOTE=MrAfroShark70;25228973]These sounds pretty neat, especially the echoing. But the water sounds are too low quality, they need a higher quality recorder.[/QUOTE] That's because they aren't using any pre-recorded water samples. The sound is generated by the program. Did you even watch the video?
snip
Holy crap, wonder if they released that halflife mod?
Jurassic Park: Trespasser had a real-time foley engine to some extent. Also physics based animations.
[QUOTE=PelPix123;25225822]Reverberation (Source Engine Implementation): [media]http://www.youtube.com/watch?v=MQt1jtDBNK4[/media][/QUOTE] The guns sound terrible. I haven't heard one in a building like that in real life but I'm sure it doesn't sound like a whoosh like that.
It's because the .357 already has an echo in the sound effect itself. If you were to implement this seriously, you'd need to remove echoes from most if not all existing sounds.
Brilliant.
The reason it sounds so 'whooshy' is because the building has a very large interior with marble floors and concrete walls.
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