0
0

Hi All,

I’ve a quick question (or two) for setting up some background sound effects.

I want to play the sound of car horns in the background by using a selection of sustaining loops of horns from different car models. They need to do semi-randomized patterns of beeps – i.e. short, short, long and long, short, long, long etc – with randomized blast durations for each honk. Is this possible?

Also, in order to conserve event memory, I’d ideally like to have a single sound with a wavetables for each vehicle’s horn, and then have one event that controls the horn pattern and randomizes between the horns when triggered – is this do-able without having to get a child parameter from a coder?

cheers,
g

  • You must to post comments
0
0

Well, since no-one else knows…

After some fiddling I found that using three copies of a horn sound instance in the event with a random trigger_delay allowed me to get my random durations (essentially by offsetting into a looping block of sound).

The second part can be solved by having each horn sample repeated in the sound definition three times and then playing through the sound sequentially so each time the event is triggered it will play the same three samples.

Pretty ugly though.

  • You must to post comments
Showing 1 result
Your Answer

Please first to submit.