Asking this query as a result of I need to implement performant sound dealing with on weaker techniques. Whereas specializing in such techniques are a deadend since everybody has quick gadgets, I nonetheless need to do that as a programming train
When enjoying video games such because the Want For Velocity sequence on the PS1 and PS2 (and all their contemporaries), I observed the sound high quality of the engines usually are not as unhealthy as one would count on. Living proof being NFS Underground 2 which was a large improve over its predecessors
I’m taking these techniques for instance since they don’t use FMOD to the perfect of my information and since nearly any pc in use immediately needs to be stronger than the PS1 or PS2 on the very least
With my expertise with racing video games on the SNES, understanding how engine sounds labored have been simple. The DSP on the SNES’s audio chip may change the pitch of samples performed in {hardware}. All you wanted have been a couple of samples (extraordinarily brief ones by the way in which), and the DSP would deal with pitching it up and down extraordinarily quick
When getting into the fifth and sixth technology, we by no means actually had the aptitude to depend on {hardware} quirks like this, particularly as video games have been being developed for Sony, Microsoft, Sega, Nintendo and PC all on the identical time
From what I perceive, the present method on present technology techniques is both to report engine sounds at numerous rpm ranges and have FMOD or another related instrument to deal with enjoying and pitching these sounds in actual time, or utilizing granular synthesis (one thing I do not notably perceive properly)
Doing equally on fifth and sixth gen techniques by altering the pitch of 24-48khz samples in real-time would’ve been extraordinarily taxing on fifth and sixth technology techniques from what I assume. On that matter, to stop aliasing because of low pattern charges, you’d have needed to report your samples at 48khz and as much as forestall any nasty aliasing from pitching up your sounds, so the techniques needed to crunch via extra samples inside a selected time-frame, to not point out doing ALL of this on CPU
So very clearly, these techniques have been NOT utilizing these strategies merely due to how sluggish they might be for such techniques. In order that possibility is ticked off too
So what method am I left with then? I can not use FMOD, nor can I depend on {hardware} pitch shifting, assuming I’m working solely on PCs, the place I can not use a helpful DSP