Hello,

The current ongoing NSF human-in-the-loop project is using an 
implementation of the IrrKlang sound engine. We have noticed an 
asymmetrical sound loop problem when trying to implement the sound effect. 
We ended up editing the sound file (which is a specific engine sound file 
used for the project) - flipping it and connecting two mirrored sounds 
files (if you consider the original sound 'AB', mirror it to be 'BA', then 
connect two files to be 'ABBA'. This ensures a symmetric loop).

Also, we have implemented a sound engine that changes the playback speed 
based on the RPM of the engine. This can be achieved by function - 
setPlaybackSpeed((irrklang::ik_f32)soundspeed);

Here is a video demo showing a highway driving scenario, please turn up the 
volume. You should be able to hear the engine sound changes pitch as 
playback speed changes with the RPM.
https://www.youtube.com/watch?v=DIyI1YxQxbo

Sincerely,
Jason

On Wednesday, June 22, 2022 at 10:25:21 AM UTC-5 [email protected] 
wrote:

> For sure typically car sounds end up a lot more complicated, where engine 
> sounds are typically done by looping and mixing samples for different RPM 
> ranges (as you can't just change the frequency of a sample too much without 
> it starting to sound weird), and where you then also start mixing on and 
> off throttle samples (an engine under load sounds a lot different from one 
> that is idling). And that is just the engine. For driving, it would also be 
> great to hear the tyres, especially as they are operating closer to the 
> limit of grip, as these sound cues can really help you drive the car better.
>
> Anyway, for now it would be nice to at least have something that works out 
> of the box, so just fixing that one sample would be a good starting point, 
> and anything beyond that is a nice bonus! :)
>
> Greetings, Marcel
>
> On Wednesday, June 22, 2022 at 2:16:50 PM UTC+2 Radu Serban wrote:
>
>> Hi Marcel,
>>
>>  
>>
>> Yet another Chrono::Vehicle feature that was implemented mostly like a 
>> proof-of-concept.  I have personally not enabled this in many years…
>>
>> Thanks for looking into this.  I’ll test this myself at some point and 
>> will fix the sound files (by the way, I think better and more varied ones 
>> would be needed anyway).
>>
>>  
>>
>> Best,
>> Radu
>>
>>  
>>
>> *From:* [email protected] <[email protected]> *On 
>> Behalf Of *Marcel Offermans
>> *Sent:* Tuesday, June 21, 2022 8:56 PM
>> *To:* ProjectChrono <[email protected]>
>> *Subject:* [chrono] IrrKlang engine sound...
>>
>>  
>>
>> When I enabled IrrKlang (and added vis->EnableSound(true) to the demos) 
>> to play (simple) engine sounds, I discovered that the engine sounded really 
>> strange. After some investigation the problem is simple:
>>
>>  
>>
>> The sound file that is played is not a nice loop with a monotone pitch!
>>
>>  
>>
>> If you change EnableSound() to:
>>
>>  
>>
>> m_sound_engine->play2D(GetChronoDataFile("vehicle/sounds/carsound_old.ogg").c_str(),
>>  
>> true, false, true);
>>
>>  
>>
>> This is solved (so *carsound.ogg* is wrong, *carsound_old.ogg* works).
>>
>>  
>>
>> Greetings, Marcel
>>
>>  
>>
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>>
>

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