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Sound pitches


Xierra

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Posted

Hi guys!

I have a new great idea, when I used manual, an idea pop out of my head.

So here it is, sound pitch. I have been using manual and it's awesome, but, the car engine sound doesn't sync with the manual gear change, it just sticks according to time, poor R*. :cry:

So by using a sound pitch, we could use it to make use of custom car engine sounds. By this way + RPM system + gear sync, there would be 5x more awesome. :D

Also, I wanted an option to turn on/off original R* car engine sounds, so there will be no double engine sounds.

What do you guys think about that?

Posted

3 months before releasing manual i was thinking of doing the same but was too busy for it :P But when thinking on that i was also worried it will just sucks when gear chaning will work independed of engine sound.

Your suggestions are good ones, but i just wanted to add that someone will also need to script a Doppler effect :P

Posted

check wiki page :P

when object is generating sound and it's moving - you can hear higher pitch of this sound as sounds come closer, and the pitch is lowering when the objects is coming away.

Check out this video (i know the quality sux but its first vid i found):

Posted

Ahh yes, thanks to this, I learnt about the doppler effect.

As you are moving at the sound source, the sound is a higher frequency because sound waves are hitting you more frequently, while when you are moving away from the sound source after you pass, the sound is a lower frequency because the sound waves hit you less frequently since you are moving with them rather than against them.

That statement made me understand.

Posted
I think its just not possible. Disabling car engine sounds might be but setting their pitch is probably nothing you will ever see in mta.

In VC you could change the frequency of the vehicle's engine sound via memory address (so I assume the same thing is possible in single player SA), but then again frequency is not the same thing as pitch.

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