Adding Mechanical Sound Simulation to My Audio Engine

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Publicado 2024-08-07
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In this video, I add mechanical sound simulation to my audio engine and make more much needed improvements. These features will be very useful for Engine Simulator and really improved the quality of the audio in Steam Engine Simulator.

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Timeline
00:00 - Intro and Master Mechanics
00:22 - Brilliant [Sponsored Segment]
01:20 - Implementing a Braking Sound Generator
03:59 - Fixing Convolution Filter Limitations
07:09 - Fixing the Outlet Model
08:28 - Physics Engine Output Filtering
11:05 - Adding Remaining Mechanical Sounds
12:16 - Full Demo
13:50 - Comparison to Old Steam Engine Simulator
14:51 - Distance Effects
16:30 - Audio Correction
18:18 - Outro and Patreon Supporters

#physics #simulation #gamedev

FTC Disclaimer: This video was sponsored by Brilliant.

Thanks for watching!

Todos los comentarios (21)
  • Don't worry everyone, everything I talk about in this video is 100% applicable to Engine Simulator and needed to get done at some point. I figured it was best to do this in Steam Engine Simulator since it will soon have a major DLC release and has an active player base on Steam. Hopefully you all enjoyed the video! Thanks again to today's sponsor, Brilliant! To try everything Brilliant has to offer—free—for a full 30 days, visit brilliant.org/AngeTheGreat . You’ll also get 20% off an annual premium subscription.
  • insane how it went from sounding like a leaking compressor inside a tin can to something that really seems like a huge steam engine lol
  • @MayumiTheKimura
    "The weird clunking sound update" Next update: "The oil pressure light update" Lol
  • Adds a full reverser and linkage system Makes it sound great Refuses to elaborate :D
  • finally, chugga chugga to go with my choo choo :D
  • @Tritone_b5
    That is a massive difference in realism, it's so cool.
  • @WasatchWind
    I never realized just how difficult simulating the sound of a steam engine would be until these devlogs and the devlogs for Century of Steam. In that regard, pretty incredible that both games have come to simulate them so well.
  • @ads1035
    With the new sound effects, the engine sounds absolutely massive. Like an old locomotive!Now we just need a second cylinder.
  • @atomsmurf
    The steam engine sounds terrifying now! Can you simulate the sound of the boiler exploding?
  • @ivolol
    Bro casually unravelling a bunch of black magic to get awesome physically based sounds, it's like when physically based rendering came into full force in game engines. Congrats. I hope you might be able to work with BeamNG to get some form of this tech in their game eventually, assuming you both appreciate the partnership. Would be an absolutely masterful tech demo.
  • @doggonemess1
    Sweet! It's amazing the stuff you're working on. For too long, simulations have ignored how important sound design is, and how everything shouldn't just be sampled. Incredible stuff.
  • I love the new sound, it just sounds a lot more high quality than old SES! Good job Ange!
  • @SergeiKotikov
    Could be cool if you also added ringing to the friction noise to make different parts have that 'metallic' clang to them. Also it could be fun to add backlash noises when forces change direction in linkages and stuff. No idea how computationally expensive it'd be, but it shouldn't be bad on the surface of it.
  • @stitchfinger7678
    This almost feels more like a 300-level college lecture than a devlog But that's awesome! It's crazy how much work and thought and science you're applying to this project.
  • @SolarLiner
    Its probably been recommended already, but you should look into the techniques used by convolution reverb audio plugins. They can handle minute-long impulse response without a bit CPU hit, such that you can run several instances (though they still are not the cheapest thing to run). I believe the technique is call Overlap-Add (or Overlap-Save) FFT Convolution, where both the input audio and the impulse response are processed in chunks and in parallel, and the algorithm complexity is reduced from O(n^3) to O(n^2) by distributing the work over time. The autoregressive solution to combat audio glitches is very interesting, and i think the audio world (and at the very least I myself lol) would love a more detailed explanation of the process. I can see game engines and maybe music applications benefiting from this, depending in how applicable the solution is to music.
  • @Wurfeln
    THAT WHISTLE IS AMAZING!!!
  • @iso_master
    This step forward will revolutionise the way developers or modders make the engines sounds, for BeamNG, for example Great job.
  • @PPedroFernandes
    I've said this months and months ago on one of your videos! People don't realize that a big part that's lacking in the realism is every other sound that isn't coming out of the exhaust :D
  • @famitory
    arguably using a different convolution reverb for every part is actually pretty realistic, given that every part is going to be in a slightly different environment and have its own internal resonances, which would involve taking apart an actual engine and hitting every part with a stick to capture its resonant impulse. this could be aproximated with possibly less computation by using an inharmonic FM synth to make metalic "ting" tones and then use those to create filter functions by aproximating their spectra. also the brake pad could use some heimholtz resonance to create the sqeualing sound accossiated with real brakes.
  • @droko9
    A cool feature would be something like a listening tube, you can drag it around and hear what the machine sounds like at particular positions instead of as a whole. Could be useful for debugging too!