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View Full Version : How do we control the sound effects?



KittX
01-15-12, 02:56 PM
I mean, the echo/reverb etc?
Haven't found that in tutorial, but maybe i've missed it somewhere.

I love the sound effects of the new engine, probably i'll make a track inside a concert hall someday :D


EDIT: will you also implement some sort of phaser/flanger effects when the car is distant from camera (in the replay especially)? In real life the sound of car goes and reflects through a lot of "obstacles" which changes its phase, and makes a little flanger appear.

Luc Van Camp
01-16-12, 03:02 AM
The reverb is currently calculated by the AIW corridors. I'm sure this will get some attention when we do the AIW tutorial :) .

Sean_S36
01-16-12, 03:44 AM
No spotter sound for me, I use stereo monitors for speakers, Do I need 5.1 to get the spotter?

Hompe
01-16-12, 02:31 PM
So what? narrow corridors makes it echo?

Scott Juliano
01-18-12, 08:26 AM
Yes, the edge end of the collision corridor controls the reverb right now (typically if it's shorter than the max length we can assume there is some kind of wall there)--closer the car is to it the more reverb you get. We also have plans to add reverb zones to increase reverb in tunnel-like areas--not sure when this will make it in though...

MaD_King
01-19-12, 10:40 AM
A question, so it's clear, the reverb/echoing is managed by the rF2 Engine for the outside sounds.
But when you are in cockpit, is there a "post" processing on sounds to get more "loud/echoing" on the inside sounds or not? (not sure if I'm clear).
In another words, do I need to add "cockpit closed" effect on my on-board sounds or is it managed/added by rF2 now?

Tim Wheatley
01-24-12, 02:04 PM
From what I understand it is managed by rF2 and calculated based on the track being driven.