Hi Andy,
What amazes me is back in the Atari, NES, and classic days of gaming all 
sound effects were made by creating formulas to change wav lengths etc. 
I mean they did music, sounds, and all that by code alone.
Now days, if you want a sound record it on a tape recorder, computer, or 
other device, edit it with Goldwav, Soundforcge, and away you go.
You want a fire record it in your home fire place, and then you can use 
it fora burning truck, tank, fire place, whatever. It's as easy as that. 
In the absents of real fire you can crackle wrapping paper etc and then 
modify it to sound something like fire, but it isn't quite the same 
effect. Either way I'd do it that way than make  formulas to try and 
give a fire effect in my game.


Andy Smith wrote:
> well I knew that not everything's easy, I was just pointingg out that
> that I never really thought about creating stuff that way, what I did
> to start with just to play around with is to go into goldwave, create
> a new file, go to tools|expression evaluator. Type in syn(3200*t) in
> that format, you'll get a tone. However you can do ootles of stuff
> with it, I managed to create very interesting and creepy results, with
> pitch control, and I turned it into some wacky drum beat, which I
> deleted, darn! It needed a lot of work though, so I fired up Audition
> and generated white noise. Then I mixed both the sounds together with
> goldwave's mix command, and used a dopler from audition. Came out
> freaky. I deleted it though to save myself from doing very nasty stuff
> with that file. My point is that nothing's easy, just like you said
> tom. Now I gonna play with audition right now. Just to play around
> with.
>   


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