Sound effects for SpaceEngine
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JRM | Date: Friday, 30.08.2013, 11:55 | Message # 31 |
Observer
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Canada
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| Quote (HarbingerDawn) Why? That's not very hard to do. Things which "not very hard to do" are usually boring because of lack of complexity.
Starship's cockpit sound is very complex or suppose to be very complex: engines, transmissions, radio-transmissions, computers, system sounds, AI... - all the sounds what randomly change/appear/disappear through time and make you feel like you're inside of working dynamic mechanical system, not in ventilation pipe It is also important because of player have no real cockpit and need some sort of "sound illusion" to make game/sim believable. Of course, these sounds can be recorded mechanically (using fans and vents as well) or synthesized. In case of recording sounds from mechanical things there will be some difficulties - microphone quality, isolation from other sounds, isolation from reverberation... it means to take a good, high quality sound of any objects you'll need studio environment/equipment/recording engineer.
I wouldn't recommend to any game/sim developer to try to imitate sounds of real world/objects, because these sounds are connected to things, creating them (like real starship cockpit) and without visual representation of objects can be just boring. Thus, if you have a real cockpit - you may have a simple sound; if you have only sound and no cockpit - sound should be complex to compensate the absent of real object.
The best way could be combination of both parts - sound which is "real" and "interesting" at the same time.
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FastFourierTransform | Date: Friday, 13.06.2014, 18:52 | Message # 32 |
Pioneer
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Spain
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| I found sound effects something interesting for planetary surface activity like volcanoes, rivers, storms,...
Also it has to be done because of the effects inside spacecrafts and so on, while exploring ect...
I want you to note these three things about sound on SE and how it could be done
First one: There are studies about procedurally generated realistic sound effects for objets moving around and sliding on different surface textures. For example what you can see on this video: https://www.youtube.com/watch?v=bUIoP1rNF2o
Second thing: One very important thing I have observed on SpaceEngine's development is about creating an inmersive environment. You have done an incredible work with OculusRift for example, trying to teleport us to other planets. But to do that we have to "taste" the universe with more senses. Sound is very important for inmersion, if you finally implement sounds you have to do it with Holophonic Audio (not only stereo) so you can feel a 3D-360º sound environment. Here are some holophonic examples (you have to use headphones and a high volume to apreciate the difference with the classic stereo). · Varius sounds · Haircut with different sound experiments (note the 360º sound) · Very impressive Madhouse · A playlist with many holphonic sounds
Third thing: We have to consider also the fact that air pressure, density, humidity, and compositión can make sound very different in different worlds. A group of scientists have taken into account these facts and have created a sound simulator form Mars, Venus and Titan. I loved hearing what a waterfall would be on titan (I immagine a cascade of liquid methane on the shore of a lake on this moon), or how distorted and bass would be a thunder on Venus.
Another thing!!: Obviously there's no sound in space. One thing that could be interesting for this is to emmulate silence. I will try to explain. The feeling of contemplation of the abyss could be created with silence. But not silence as the absence of sound but silence as what we hear when we are in an anechoic chamber. You can hear the blood flowing through your veins and the fuids from your throat. Maybe you could make those sound effects so we can feel the induced emotion of been in gigantic dark void.
Tell me what you think and sorry for my english. It's very hard for me to explain this kind of things.
Edited by FastFourierTransform - Friday, 13.06.2014, 18:56 |
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the_other_roots | Date: Friday, 24.07.2015, 00:26 | Message # 33 |
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Germany
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| Hello, my suggestion is to implement alternative sounds on atmospheric planets such as wind (in different intensities), the sound of waves on coastlines or even storms, for example on gas giants like Jupiter instead of music. Of course it would be better if combined with working weathers. So the sound could switch from music to environmental sounds when entering the atmosphere of a planet. Maybe you could set in the options that you can also have music on planets.
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sinsforeal | Date: Friday, 24.07.2015, 00:46 | Message # 34 |
Space Pilot
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United States
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| That probably would not be too hard for space engineer to implement.
"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
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FastFourierTransform | Date: Friday, 24.07.2015, 09:50 | Message # 35 |
Pioneer
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Spain
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| Quote the_other_roots ( ) my suggestion is to implement alternative sounds on atmospheric planets such as wind
If you are interested, there's a whole thread for that already in this forum. I recomend you to read the entire thread because there are quite amazing ideas over there about wich sounds should be picked and very interesting explanations of how sound behaves in other atmospheres (pressure and temperature can change the pitch of this sounds). Also we have to consider things as what a sound can make a waterfall or shore in different gravity (speed up for example) or what sound does liquid methane makes when it smashes on rocks (for example). SpaceEngineer has explained that he will implement this sound features sooner or later. He talks about making thunder sounds with a lag beetwen the flash light and the sound depending on your distance to it, ect...
This is the thread: http://en.spaceengine.org/forum/8-108-1
By the way, maybe both threads should be merged.
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HarbingerDawn | Date: Friday, 24.07.2015, 10:24 | Message # 36 |
Cosmic Curator
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United States
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| the_other_roots, there was already a thread on this subject.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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IanTheGuy | Date: Tuesday, 09.08.2016, 05:28 | Message # 37 |
Space Pilot
Group: Users
United States
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| The speed of sound on planets with an atmosphere, which you can see in the info menu, should be taken into account. Like thunder..
Math is the "programming" language of the universe.
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