Hi everyone, I'm building a track called "Eco-Friendly" and i want to replace the engine noise with an electric buzz noise ive found. I also want to make the tone of the sound increase with relation to bike speed or velocity.
I've tried a curved data source with an object info linked to the pitch of the sound source and thats tied to a state event and interval trigger.
I have some experience of building on evo but not much success with the technical stuff.
looking forward to hearing your comments
Thanks
Originally Posted by elCamsterino Go to original post
i realise that was dumb question.... just tried it and open the vds menu. interpolate![]()
Hook up a game variable datasource (Bike velocity, or Gas control, or as muteus said a object info data source) to a two value operator* as the first value ( guide for operation and second value value below), send that to a variable data source (interpolating), attach the speed boat sound source (looping) to the bike, and in the settings, where is says parametres, turn water down to 0, then press Y whilst over throttle and select the variable data source as the throttle value.
* Two value operator:
Bike velocity: Divide bike throttle amount by 200
Gas control value: Times by 10 or 14 ( 10 only makes it to throttle amount; 70)
Optional: add ten (requires second operator) so bike makes idle whirring noise.
Sounds like you copied that from a tutorial because he said he's using a buzz sound, not a motorboat :P.
This method will adjust the pitch of the sound based on movement speed of the bike. If the bike speeds up while traveling in the air, the sound will work as if you were still on the ground as it's the speed the bike is physically moving.
I would just link the bike to an Object Data Source, set to Speed. Then a 2-Input with
Slider = Divide
Value1 = Object Data Source
Value2 = some number you figure out. This number will lower the speed value as it is in the thousands, perhaps 250?
Then the Sound Looping's Pitch or loudness to the 2-Input
If you want it to only be affected while on the ground, add 1x Variable Data Source, 1x Set Variable Event and 1x Hit Trigger.
Hit Trigger:
TARGET1 = INCLUDE, The bike's rear tire
TARGET2 = INCLUDE, everything except water
ACTIVE > Set Value = 2-Input > VDS
Then link the Sound Looping to the VDS instead of the 2-Input. It will only update the sound pitch if the bike's rear tire is touching something.
Originally Posted by mutetus Go to original post
Exactly what I was thinking...LMAO!!!
Thanks everyone... looks like ive got my work cut out! i'll have a crack at that tonight and post up if i have any success
strange thing.... opened the sound looping menu and found 3 electric motor sounds... all silent!!?
whats going on with that/ i can only assume either one would have been great for my track![]()