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Discussion in 'Content Creation' started by fufsgfen, Jan 24, 2017.
Sbeam tutorial, for the old sound system.
Fixed error in last slide.
Your graphical way of showing this is very clear, and you don't lack any skills.
I think all tutorials on beam should use your coloured block style!
It is way better than the table-lists of the wiki on jbeam.
I am searching sounds for my covet, and when I find them I will come back for sure!
I think that I will add some disclaimer to method for finding out rpm of engine sample, for noisy or poor quality samples it tends to be rather difficult to get any reliable readings and then you have to do it just by ear.
Doing it by ear is not too difficult, you just need to find video from similar type of engine that you are creating sounds to, in video you should see rpm gauge so it becomes easy to compare sound to your ingame sounds.
If you can't find video where you can see rpm gauge, then you can find out max rpm of that car/vehicle and try to find video where you hear that maximum rpm and idle/near idle rpm, you can then again compare in game sound of those same rpm's to video and adjust sbeam higher or lower pitch, it takes few more attempts this way, but it is not too difficult to get it right.
Anyway I need to do proper write up of that and add it to tutorial, but there is something to help those that are beginning their adventure.
As always, I would like to hear about any issues, bugs, suggestions, constructive criticism so tutorial can be improved, of course liking is appreciated too, thank you to all of them
I usually set "pitchBlendInEndValue" to 10000 (unless the engine can rev higher than that) instead of MaxRPM. That way pitch stays the same at 5000 rpm, for example, if you change from an engine with 6000 MaxRPM to 8000. That also makes it easier to calculate "maxPitch" when it's always sample rpm / 10000.
I think "pitchBlendInStartValue" should always be 0 for engine rpm sounds.
The pitch value in "Change Pitch" in Audacity can be unreliable, as you said. A better way is to open Analyze > Plot Spectrum to get a frequency analysis of the sample. Turn up the "Size" option and resize the window to get a better view. Sometimes it's hard to interpret, but the 16_exhaust_3810rpm.ogg example has a clear peak at 128 Hz, or 3840 rpm.
I'm bumping this old thread, because some might find it useful.
( ͡° ͜ʖ ͡°)
But nice that you updated it, might come useful
This is actually very useful. thanks
Having more tutorials like this could help a lot.
I have been thinking the same, especially some wiki pages are such that with proper rewrite they would be a lot more useful, maybe some day I have time and enough clear head to make some more.
This should be a section in the audio page on wiki. This guide really helped me when I was still playing with .sbeam. I think the .sbeam system is really powerful because one can manually adjust pitch, volume, and blend in/out values, and other modifiers per sound file listed in the .sbeam.
Nowadays I only use the new audio system because it is somewhat easier to setup and can assign different sound per engine & car.
I think your Excel setup is wrong, looking at the equation and then the Excel equation looks different. Tried it on my end and it's giving me a very weird RPM value.
Screenshot after using equation mentioned instead of Excel equation:
I think you are correct, there is C2 which there should not be, with =A2/(B2/2)*60 I got number that was same as I did write about.
I did not have too much success with that method though, sometimes it worked fine, sometimes it did not, it was easier for me to tune by ear.
Anyway I will put corrected slide up there, thanks!
Can one put variables and math in an SBEAM?
I want to have the engine pitch increase starting 1000 after MAXRPM