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My recording expert friend Alex has updated me on sounds...I had written to him saying we needed sounds for engine noise, tires, wind, and a few other things. I linked him to this article (free reg required). He writes:[quote BY=Alex] cool that gives me enough info to get started when i get back... I bought a tascam DA-P1 DAT recorder from work, and it runs on a rechargable battery, so I can go and do remote recordings. my neighbor has a 1960's corvette that i think i'm going to use for the engine samples, then i'm going get some friends together and record all the tire samples. wind is a little trickier, but I'll figure something out. I'm already a member of Gamasutra so i'll check that out when I get the chance. talk to ya later.[/quote]
cool! FMOD makes things so much better, it will be great to have some hi-fi sounds
hi allGreg Hill minimum 600$/vehicle soundso i think u cant paz that/car...also im sounddesigner too..*in games)(specialiyed to vehicle sound, and sfx *for car games)(if u want i help u about this, but we must talk deeperpeace fanta/hotelsinus.com
Hey I'm alex (quoted in the top post) I randomly stumbled across the site while searching for sqrville (which is down..., chris) Anyway I'm planning to start recording this weekend as long as I can get someone to help. I had a couple of technical questions before I got started. 1) what do you want the end product to be? a loop that you speed up and slow down, or to simulate speed change or continuous loops to the engine at different RPMs that you can crossfade between? (I would recormend the later, but I'm not the one who has to write the programSmile2) how should it be formatted? 16 bit 44.1kHz? stereo or mono? 3) is there music in the game that these sounds will be competing with?
1) i think the ideal would be: continuous loops at various RPMs (and if possible, one set of loops with no engine load and the other with engine load)2) 16 bit 44.1 kHz mono (or if you want, stereo works too)3) no music