An interesting way to simulate engine sounds...

Discussion in 'Ideas and Suggestions' started by mrwallace888, Feb 4, 2021.

  1. FFIVGUY

    FFIVGUY
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    Where did you learn all this stuff from?
     
  2. CaptainZoll

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    If i was going to make a shortcut for the current system, i would just bind the interior "bubble" to disable when any particular breakgroups are broken (hopper's roof, any glass, door latches, etc.)
     
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  3. atv_123

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    I shall point you over to this post where you can see just how much of a lunatic I am when it comes to engines and understanding everything I can about them :p

     
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  4. FFIVGUY

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    That's really cool! What's the Beamng Exporter for?
     
  5. atv_123

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    Basically that... you can export the torque curve to BeamNG by just highlighting all the cells, clicking copy, then just pasting it into your engine JBeam. It’s rather simplistic, but it’s a heck of a lot easier than typing the whole thing.
     
  6. TDK

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    FLIT KILLS MOTHS
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    Exactly the same, but once you start adding delays you start to get a chorusing effect when you increase/decrease the RPM... which then goes away when you stop moving.
    --- Post updated ---
    Yeah, we're not going to implement a quick fix. That's not how we do things here. Don't worry, it has been the matter of much debate!
     
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  7. JowoHD

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    no worries, glad this is being considered
     
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  8. FFIVGUY

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    What kind of delays? I tried messing around with delay and stuff when when I was making some engine sounds but it sounded rather awful
     
  9. TDK

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    cylinder fires and pipe length.
     
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  10. FFIVGUY

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    A few questions:
    What do you mean by this? Take a sound here with 2 thumps, offset it evenly 7 times between those 2 thumps... then repeat it
    How did you come up with 0.086?
    How di you get the length of the tubes from the engine block being 725 mm or 28.56?
    When we get the time delays for each cylinder how do we how do we calculate where to put them?
    I'm trying to figure this out because I want to simulate a Honda b series engine and use it in the covet.
    Someone told me that if you want to get the sound of a Y pipe, every other cylinder pulse should be -50 cents and if you want individual pipes every other cylinder pulse should be -100 to -200 cents. I'm not sure why it's such a long range. And as for bank angles 60 degrees is 3 semitones down and 180 is 9 or 10 semitones. In this sense, intake valve (0.75), piston motion (0.50), fuel ignition (0.25) and exhaust valve (0) can be simulated using phasors with the respected amounts next the description. Now as far as being able to apply this to making engine sounds like this in beamng we would need the formants to be preserved so that it would sound realistic and not all chipmunky and thin. As for the grittiness and growl and raspyness that is heard from some exhausts, camshaft effects on the exhaust, air/fuel ratio firing intervels,
    bore/stroke, Wankel, Radial,etc...
    (The following is stuff I was messing around with in the engines model of the maxmsp sound designers kit, but the sound quality wasn't to good though) ignition timing, asymmetry of the cylinders, exhaust/intake diameter, exhaust/intake length, muffling, tale pipe length, compression ratio, two-stroke, etc.... would be great additions as well considering they are not to hard to simulate.
     
    #50 FFIVGUY, Apr 10, 2021
    Last edited: Apr 10, 2021
  11. atv_123

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    Well, in the calculations that I did there, I was just kinda doing it to prove a point.. so some of the numbers I kinda just pulled from thin air.

    Yeah... the two thumps thing wasn't very descriptive.... I should have included a picture.
    What I meant was that in the audio file of the original single cylinder engine, the two "thumps" was just the wave form of the first exhaust stroke and the second exhaust stroke. So... for a 7 cylinder engine, you would have 6 more tracks, all evenly offset between the first sound for the exhaust stroke and the second sound for the exhaust stroke.

    The 0.086s, again, I should have shown an example with a picture. If you take that video of the motorcycle engine, and import it into Audacity, and then measure the time between waveforms for the exhaust strokes, you end up with roughly 0.086s. This may be a bit different depending on where in the video you measure from.

    Again... since this was an example I was just kinda skipping through bits. 725mm is roughly the length of a Ford 300-6 engine block... I should have specified that.

    I'm assuming you mean this bit?
    Where I just magically go from 1,2,3,4,5,6,7 to 1,3,5,7,2,4,6. Essentially I just went and looked up the firing order for the engine, and then swapped them around to match a real engine. Although you can keep them in order, and if you do the math right, the results will come out the same.
     
  12. FFIVGUY

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    The video is uploading. Should be ready in about 12 minutes.
    --- Post updated ---
    Video is uploading should be ready in about 8 minutes
    --- Post updated ---
    Still processing
     
  13. FFIVGUY

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    Vid's Up

    I've also included some sounds that were not included in the video in the zip file below with a pitch reference for each of the cylinder counts as well as the engine and transmission files in case you guys want to mess around with the specs and stuff to make the engine specs match the sound for the number of cylinders. Just to note that this is only a concept right now which still lacks formant preservation and on-load samples and still has a LOT of work until they sound realistic enough. If you guys have any pointers for me on how I can improve with this stuff feel free to let me know. And I want to know if there is a better software out there than FL Studio for the engine sounds.
     

    Attached Files:

    #53 FFIVGUY, Jul 12, 2021
    Last edited: Jul 13, 2021
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  14. Dr. Death

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    I like it, however you could also make just a direct showcase video much shorter, without your mic, and its a better idea to start the car in a quieter place than the waterfall if you want people to pay attention to the sound. Im VERY impressed with what you've achieved tho.
     
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  15. FFIVGUY

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    Thanks for the input, I appreciate it! I am currently working on a few more sounds for that pack and once I get those completed I will make the video with what you suggested.
     
  16. FFIVGUY

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    The video is processing
     
  17. FFIVGUY

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    Does anyone know if there are any alternatives to fl studio that are better for making engines sounds with formant preservation, that you can input an engine idle loop and change the tempo just as you would if you were resampling it locked to a certain time percentage, but with formant preservation and not having to create markers and regions? Also feel free to download the file that I uploaded above.
    The video is processing from the editing so it should be a little while longer. (It would have been 53 minutes otherwise)
     
    #57 FFIVGUY, Jul 14, 2021
    Last edited: Jul 14, 2021
  18. FFIVGUY

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    Vid's up! Hopefully this is better. Wanted to include some driving footage but would have been to long
     
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  19. Dr. Death

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    Is it possible to make the sound also change depending on the throttle application? since cars inject less fuel or sometimes not at all when you lift off, you would not hear the explosion of the cylinders as much.
     
  20. IonicOwl

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    This is another factor to take into consideration. Engine load is going to affect its sound. A free-revving engine will sound different to the same engine accelerating a car through the rev-range.
     
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