滚动的球声 [英] Sound of a rolling ball

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问题描述

我在寻找的玩滚球的声音最为现实的途径。目前我使用一个WAV样本,我玩了个遍,只要球移动 - 这只是感觉不对

I'm looking for the most realistic way of playing sound of a rolling ball. Currently I'm using a Wav sample that I play over and over as long as the ball is moving - which just doesn't feel right.

我一直在想完全合成的声音,我知道得很少(几乎没有),我会为有关球的声音合成制成特殊材料轧制任何教程/研究材料/样本感激上表面由其它材料制成。此外,如果这种想法是完全错误的,请建议这样做的另一种方式。

I've been thinking about completely synthesizing the sound, which I know very little about (almost nothing), I'd be grateful for any tutorials/research materials/samples concerning synthesis of sound of a ball made of particular material rolling on surface made of another material. Also if this idea is completely wrong, please suggest another way of doing this.

谢谢!

推荐答案

我猜你会做的,使回放频率成正比的速度声动态频率调整得到您的降压最大的爆炸球。我不知道是什么类型,你用声音库,但大多数人会支持这方面的一些变种。

I would guess that you'll get the biggest bang for your buck by doing a dynamic frequency adjustment on the sound that makes the playback frequency proportional to the velocity of the ball. I don't know what type of sound library you use, but most will support some variant of this.

例如,在 FMOD 你可以使用信道:: setFrequency方法。理想情况下,你会根据你WAV的原始采样频率(FO)所需的回放频率计算,球的当前速度(VC),以及球的理想的速度在其默认的WAV听起来是正确的(VI)。一般的东西,如:

For example, in FMOD you could use the Channel::setFrequency method. Ideally, you would compute your desired playback frequency based on your WAV's original sample frequency (Fo), the ball's current velocity (Vc), and the ball's 'ideal' velocity at which the default WAV sounds right (Vi). Something generally like:

F =佛*(VC /六)

F = Fo * ( Vc / Vi )

这将趋于解体,因为在球传到远离理想的速度。你可能想有几种不同的WAV文件是适合您的特定阈值的速度切换到不同的速度范围。在每个WAV的支架,你会做同一种频率调整。

This will tend to break down as the ball gets farther away from the 'ideal' velocity. You might want to have several different WAVs that are appropriate for different speed ranges that you switch to at certain threshold velocities. Within each WAV's bracket, you'd do the same kind of frequency adjustment.

另注:这可能不是一件值得做的每一帧。我猜,这样做超过每秒20次将是浪费时间。

Another note: this is probably not something that is worth doing every frame. I'd guess that doing this more than 20 times per second would be a waste of time.

附录:这样回放频率缩放,也可用于模拟多普勒效应,以及。一旦你有你调整回放频率,你会执行基于相对球的监听器​​(相机)的速度频率的另一个规模。

ADDENDUM: Playback frequency scaling like this can also be used for simulating the Doppler effect as well. Once you have your adjusted playback frequency, you'd perform another scale of the Frequency based on the velocity of the ball relative to the 'listener' (the camera).

这篇关于滚动的球声的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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