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Plugin dev needed! Gear runway rumble idea


nothke

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Hi, I have a very simple idea, but I don't know how to speak in C# so I need your help!

It's to implement runway rolling rumble sound into KSP. There is always tire rolling noise in reality (in cars and planes alike), it is a perfect feedback, a perfect indicator that you have actually left the runway or landed on it and it gives an amazing depth to planes. I always admired this loud rumble in reality when leaving the runway and the vibrations that you feel, and then when you leave the runway, it feels so quiet and calm suddenly. I have seen so many great games that don't implement these sounds and the feeling is completely lost for me!

I am making a .wav file right now for it, and I will post it soon.

So, this is the code in plain language:

- switch on when wheel touches the ground;

- speed = sample intensity (more wheel speed, louder the sound is - so that you don't hear it when stopped);

- speed = sample pitch (more wheel speed, higher the pitch);

- vertical force = sample intensity (in reality, louder when there's more tire contact surface and this happens when you apply more force to the tire (or deflate the tire). shortened for in-game: the more vertical force there is on the wheel, the louder it is, this should manifest like when you lean the wings down so the plane pushes wheels into the runway, or a short loud burst on the touchdown. if this is hard to implement, it doesn't really matter as the two above);

- that's all!

"wheel speed" could be either obtained from wheel rotation speed (if it is detectable with script), or just with surface speed (but of course that's your job to find out how to do it)

this code should be generic (if possible) and be easy to add to existing gears' .cfg-s

the coder will take most of the credits =)

Edited by nothke
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I have no idea how to code plugins, but here's an idea, bind the noize to the suspension, or better yet, weight on suspension times surface speed.

You can get ground contact, RPM and contact force from the WheelCollider directly.

@nothke: How would it handle multiple wheels on a part?

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How would it handle multiple wheels on a part?

Well, in reality, the sounds multiply per wheel. If it is doable in KSP, it should be done that way, either by multiplying intensity by number of wheels having contact, or by playing a sample for each wheel. Unless the simultaneously running samples cause some trouble. Many engines already play lotsa simultaneous samples and it works ok.

Here is how it should sound. Only counting intensity per speed, couldn't find a way to envelope a pitch shift in Vegas, but the pitch shift should be minimal anyway. Turn on the bass to hear the full power of the rumble, but it should be audible without as well:

EDIT: The rumble sound is overpowered for the purpose of this video. I am now searching real videos where you could hear the rumble and it is very hard to find one xD Because they are either taken poor low frequency quality mikes, or the engine produces the rumble that masks the tire rumble. In reality you can clearly tell the difference between the engine and rumble. But you can especially hear it in gliders (like the Shuttle)

Edited by nothke
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  • 2 weeks later...

I've made plugins similar to this before. A plugin that plays a single sound for all wheels when any is in contact with the ground and changes its pitch based on speed of the craft isn't too difficult. I'll see what I can do tonight if I remember. Could you post the sound file somewhere?

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I've made plugins similar to this before. A plugin that plays a single sound for all wheels when any is in contact with the ground and changes its pitch based on speed of the craft isn't too difficult. I'll see what I can do tonight if I remember. Could you post the sound file somewhere?

Thank you very much! Here it is:

http://www./?q2q2taf4tw8xzgk

It has some tiny pops in the background, I'll try to get rid of those.. So lets call this one version 0.5 =)

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It's working well enough to be tried out now. Here, have a link:

https://mega.co.nz/#!QYdAWazb!fOY6sSbrWL5MV5wcUJBRNibvGYZA9WrSfjF0hjmiiMw

The sound you made seems to have some constant frequency component. It makes it sound robotic as its pitch changes. It would make a good engine sound for the big wheels!

I've included a sound made using randomly generated noise for you to try out too. I've got the volume set quiet enough that you can't hear it over an engine, but you can increase it to 2 or more to test it out.

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