Sunday, November 13, 2011
NEXUIZ Sound
I was not sure of how to embed audio from my pc to my page so I added the links that I used. The sounds which I am replacing include the drop, fireball, outwater, and windoutsideloop. I did not use FMOD to create any of these sounds. All of these files were found by using Google. Some of the sounds are kind of hard to match, but I tried to think of what the sounds resembled most. For example the drop sound reminded me of glass dropping, so I found a sound file of shattered glass. The outwater file sounded close to someone's hand splashing in water, so I searched for water splashing. The fireball sound was close to something launching in the air (like a rocket or bullet) but that file was pretty simple to find, for I just typed in fireball to find that sound. The windoutsideloop was also easy to match, because it was a common sound. Some of the sounds that I came across in the search were either too high, too soft, too long, or a completely different sound from what I was looking for. Some of the sound files were exactly what I was looking for, but I couldn't download them, or they weren't free. Nevertheless for what it is worth I am happy with the files that I choose to use.
Below are the links to the sound files:
Drop: http://www.freesound.org/people/datasoundsample/sounds/41348/
Outwater: http://www.freesound.org/people/AGFX/sounds/20439/
Fireball: http://soundbible.com/1348-Large-Fireball.html
Windoutsideloop: http://www.partnersinrhyme.com/soundfx/weather_sounds/wind_windy_wav.shtml
FMOD DESIGNER:Creating a Realistic Engine
This was my first time creating anything in FMOD, but it was not as hard as I thought it was going to be. When I began the tutorial it seemed complicated at first, because I had already told myself, "Uh, this program is going to be hard. I don't know what I am doing. I am not going to well." Yes, all those negative thoughts would set me up for failure, so I had to take a deep breath, just chill out and just follow the instructions (which were pretty simple to understand). Okay so here is the process I followed:
Create new event:
So here is when I add the sound files 'idle.ogg', 'onlow.ogg','onmid.ogg', 'onhigh.ogg', 'offlow.ogg', 'offmid.ogg', and 'offhigh.ogg'. The files idle, onlow, onmid, and onhigh were added to the ONLOAD layer. Next, I reposition my files by changing the start and length of each file. Then I assign the idle, offlow, offmid, and offhigh files to the OFFLOAD layer.
The Auto-Pitch Feature:
The auto-pitch feature helps my sound files transition smoothly. For the sounds I had to enable the autopitch and then set the autopitch reference.
Volume Effects:
A volume effect is added to each layer. I set the curve shape to "Flat End" and then I reposition the points and change the load value.
Auditioning the Engine:
Finally the event is completed! Now the sound can be tested by pressing the SPACEBAR key.
Create new event:
I named the event ENGINE and then changed the mode ti 3d. Then I added a parameter named RPM with the minimum value of 0,a maximum value of 8800, with the ruler spacing set to 1000.Next I added another parameter with the name LOAD, minimum value of 0, maximum value 1, and the ruler spacing is 0.1. After that I created two layers named ONLOAD and OFFLOAD.
Organize Sound Def:
The Auto-Pitch Feature:
The auto-pitch feature helps my sound files transition smoothly. For the sounds I had to enable the autopitch and then set the autopitch reference.
Volume Effects:
A volume effect is added to each layer. I set the curve shape to "Flat End" and then I reposition the points and change the load value.
Auditioning the Engine:
Finally the event is completed! Now the sound can be tested by pressing the SPACEBAR key.
Unfortunately I don't know how to save the file audio so I don't have the sound file to attach to this blog.
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