[ODE] ode and sound effects
DjArcas
djarcas at hotmail.com
Thu Jan 15 11:08:53 MST 2004
The sound a propeller makes is something you're never going to get out of
(today's) a PC at any sensible frame rate, except by simply having a sample
of a spinning fan. You can use granular synthesis, perhaps, but the results
don't tend to be great, and the CPU time you're chewing up is horrendeous. I
can think of only a very very few apps that use anything other than samples,
and only 1 commercial game (F1GP 2003)
----- Original Message -----
From: "Roel van Dijk" <R.vanDijk at rad.umcn.nl>
To: <ode at q12.org>
Sent: Thursday, January 15, 2004 10:25 AM
Subject: Re: [ODE] ode and sound effects
> On Thursday 15 January 2004 10:56, DjArcas wrote:
> > How would the angular velocity of a body affect the sound it makes? (in
the
> > real world I'm sure it would affect the soundwaves in some fashion, but
> > generally speaking all you can change is pitch and volume, and EQ if
you're
> > lucky)
> Maybe for a propellor or something similar? The linear velocity of an
object
> spinning rapidly can be zero , but that doesn't mean it won't make any
sound.
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