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.
@hjdhte3 ай бұрын
Speaking about sound generation. Are you familiar with this book: "Designing Sound" aspress.co.uk/ds/about_book.html ? It has a few examples of mechanical sound generations metal clicks, bell sound - that kind of stuff. (aspress.co.uk/sd/). It has even an engine sound generator .
@alobowithadhd61913 ай бұрын
D: I didn’t get notified from Patrion.
@AngeTheGreat3 ай бұрын
@@alobowithadhd6191 Discord might be a better place to get announcements. Patreon doesn't have the best interface unfortunately.
@richardakins38133 ай бұрын
Have you tried talking to hyce about his simulator?
@Turbo_trash90003 ай бұрын
@@AngeTheGreat I’m assuming the dlc will be paid right?
@Strikker1918BAR3 ай бұрын
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
@Ehimherebecasuewhynot3 ай бұрын
He took the engine and made it sound like a fudging 4-8-4 Nothern type locomotive. Maybe we did get an official train for the dlc after all. (Even if this isnt the dlc and is just an update)
@gwentarinokripperinolkjdsf6833 ай бұрын
@@manitoba-op4jx Yeah the model does not fit the audio haha
@thepoglin84793 ай бұрын
I mean a steam engine is kind of a compressor in a can, just compresses a different gas and is in a different can
@Ehimherebecasuewhynot3 ай бұрын
@@thepoglin8479 lol
@Wigza3 ай бұрын
its unclear what size this engine is meant to be
@MayumiTheKimura3 ай бұрын
"The weird clunking sound update" Next update: "The oil pressure light update" Lol
@throwawaypt2throwawaypt2-xp8nx3 ай бұрын
German engineering in a nutshell
@yocapo323 ай бұрын
Can't wait for the dead cylinder update.
@last8exile3 ай бұрын
@@yocapo32 Missfire in cylinder 5
@SirLaser6013 ай бұрын
@@last8exileECU cooked (lexus moment)
@ramalshebl603 ай бұрын
certified *check engine light* hood classic
@MrMe16203 ай бұрын
finally, chugga chugga to go with my choo choo :D
@w花b3 ай бұрын
Cool
@fatitankeris63273 ай бұрын
And chi chungggg chi chungggg
@gameautomechanic5545Ай бұрын
This is the worst joke you’ve ever said in your life
@ValentineC1373 ай бұрын
Adds a full reverser and linkage system Makes it sound great Refuses to elaborate :D
@quentin77633 ай бұрын
At this point having a full steam train sim is unavoidable!
@MistahHeffo3 ай бұрын
@@quentin7763a cross over between Steam train simulator and engine simulator where you use a train to push a DeLorean up to 88mph
@sirtiberius10833 ай бұрын
@@quentin7763 should do a collab with Derail Valley
@apenasgargorio3 ай бұрын
@@quentin7763 nah, just steam engine sim, maybe N3V will buy that to use on the Train Sim World saga
@coscorrodrift3 ай бұрын
he elaborated pretty well on the sound part lol
@Tritone_b53 ай бұрын
That is a massive difference in realism, it's so cool.
@DUKE_of_RAMBLE3 ай бұрын
What's crazy, is *_both_* sound good, even when compared back to back! Or at least I thought so... 😊 But yea, the new sound is definitely a marked improvement.
@ads10353 ай бұрын
With the new sound effects, the engine sounds _absolutely massive._ Like an old locomotive!Now we just need a second cylinder.
@rosekennedy97443 ай бұрын
I think it could be worthwhile to remember what the components of the steam engine are made of in the real world because the material will have an effect on the sound produced. Scraping metal doesn't really make a white noise sound, it has weird harmonics and other vibrations which give it a distinct character. I'm a musician, so maybe I'm just hyper-aware of this stuff, but the low-passed white noise sounds very weird and not like anything you'd hear in real life.
@AngeTheGreat3 ай бұрын
I've built engines and have spun them over by hand while they're off. It very much just sounds like a normal sliding sound. There are definitely other forms of mechanical noise and the exact frequency spectrum of that noise might differ from exactly what I'm using here, but this is just a first approximation. Thus far I've been unable to find any research about the exact frequency distribution of sliding noises for different materials.
@MirralisDias3 ай бұрын
@@AngeTheGreatby looking at the new visuals of the brake, it seems it uses rubber, if that's the case, it would make a very different sound when braking. Also, maybe taking the materials properties into consideration to generate the friction sound, is way more difficult
@rosekennedy97443 ай бұрын
@@AngeTheGreat That’s very interesting, I suppose my experience has been the resonances of various metals, resonances of the whole system, and the nonspecific distortion of other mechanical noise. If you’re interested in emulating the internal resonances of metal components, I believe it can be calculated with the general rules for acoustic analysis, but I am not sure exactly where to find specific resonance tendencies of the atomic structures of different metals.
@willis9363 ай бұрын
@@AngeTheGreat If you still have easy access to those engines and and a piezo accelerometer you could get some direct data to use.
@xmysef49203 ай бұрын
Yeah, usually metals have a quite annoying and high-pitched whining or squeaking sound. Perhaps this is caused by some resonance mode and the stick-slip effect, a bit similar to how a violin works?
@WasatchWind3 ай бұрын
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.
@ivolol3 ай бұрын
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.
@patrickhector3 ай бұрын
I have to assume beamng being one of his main supporters means they're pretty keen to get his tech into their game
@SolarLiner3 ай бұрын
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.
@slembcke3 ай бұрын
Yeah, there are a few options, but using a frequency delay line is a pretty simple. In overlap-add you segment up your output into blocks, calculate their FFT, convolve in the spectral domain with a multiplication, and calculate the inverse FFT, then perform the overlap-add with the last block. An FDL is just the observation that the signal and the IR are interchangeable in the algorithm, and you can in fact chunk BOTH the signal and the IR. So as the blocks of sound come in you FFT those and put them in a circular buffer that you convolve with all the IR chunks. Now the cost to process the reverb is on small FFT/iFFT and a bunch of multiplies once per block instead of per sample. My crap home baked implementation of this was ~50-100 lines of single threaded, scalar C code, and handled a multi-second reverb on a Pi 4 with low single digit CPU usage! Neat! If you want to go _really_ crazy with performance, you can make a hierarchy of FDLs of increasing block sizes. ericbattenberg.com/school/partconvDAFx2011.pdf
@SergeiKotikov3 ай бұрын
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.
@WoWFREAK13363 ай бұрын
Was gonna mention the ringing thing, brake rotors and drums tend to ring at lower pressure levels.
@YoshiAsk3 ай бұрын
Considering he said at the beginning that friction was only the easiest, I imagine the next video could be about impacts like this
@stitchfinger76783 ай бұрын
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.
@trailingrails99533 ай бұрын
I love it. That’s the kind of thing that gets me engaged in content.
@erenjaeger53443 ай бұрын
Yeah the main part of his work is related to understanding concepts of engineering, physics and math. Programming ist just a tool to implement these ideas.
@famitory3 ай бұрын
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.
@AngeTheGreat3 ай бұрын
In some sense, yes it is more realistic, however, I'm not referring to minor tweaks to each impulse response. I'm talking about certain parts sounding completely wrong without the impulse response applied which isn't right. Fine tuning the base impulse response for individual parts makes sense but that can't be done until the base signal is at least reasonably correct.
@famitory3 ай бұрын
edit: it looks like helmholtz resonance is a different thing than "the resonance caused by helmholtz motion" which is what i actually meant
@wobblysauce3 ай бұрын
But that's what magic numbers are for... :P
@xmysef49203 ай бұрын
I’d assume the squealing sounds are a bit similar to how a violin is played, through slip-stick effect and resonant modes?
@DDev2473 ай бұрын
I love the new sound, it just sounds a lot more high quality than old SES! Good job Ange!
@DrTheRich3 ай бұрын
Funny it's just like improving graphics over time, when it first came out i thought it sounded epic. but now it sounds even better, i can't believe I thought the old sound was so great haha.
@atomsmurf3 ай бұрын
The steam engine sounds terrifying now! Can you simulate the sound of the boiler exploding?
@Mutantcy19923 ай бұрын
And simulate the vocal tract of terrified onlookers?
@TaylorfromPapaLouie3 ай бұрын
@@Mutantcy1992 You jest, but Vocal chord simulation will be very cool to see. Maybe a new way for AI voice sounds
@Mutantcy19923 ай бұрын
@@TaylorfromPapaLouie charade you are, who said I jest? I of course look forward to the future where all sounds may be faithfully recreated via physical means
@grande19003 ай бұрын
@@TaylorfromPapaLouie There's already a pretty rudimentary vocal tract simulation called Pink Trombone you can find online, it's far from capable of speech, but it's fun to play around with.
@pancake58303 ай бұрын
san antonios shopmen's locomotive explosion of 1912 would be crazy
@Wurfeln3 ай бұрын
THAT WHISTLE IS AMAZING!!!
@bluegooseproductions3 ай бұрын
yess
@isidor373 ай бұрын
There's an old audio VST developer called xoxos, he made a few physical modeling inspired synthesizers (at least), one of which is devoted to stick-slip friction models I believe just called "friction". They have some great presets for various mechanical objects like doors creaking or a chair sliding against a floor. You couple that with some resonance models and you can get a huge amount of depth beyond just filtered white noise. I'd highly recommend you check it out!
@AngeTheGreat3 ай бұрын
Great suggestion, I'll check it out!
@trailingrails99533 ай бұрын
This feels like the same kind of leap in tech that real time ray traced lighting was. Really awesome to see how you’ve worked through each issue methodically.
@doggonemess13 ай бұрын
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.
@droko93 ай бұрын
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!
@johnbrown46823 ай бұрын
This is an awesome idea
@qwqeqrqtqz3 ай бұрын
Maybe like zooming out making everything quieter, zooming in could "focus" on the visible parts, attenuating sounds from parts out of frame
@moarjank3 ай бұрын
that last one is HUGE for crappy PCs. the clicking was nearly ALL I could hear on one of my computers. Thanks so much!
@Roxor128Ай бұрын
Reminds me of my days playing Quake on a 486DX/33. It ran so poorly that not only was the game a slideshow, but the sound broke up as well. If you want to try it for yourself on a modern machine, set DOSBox to run at a fixed 10-15k cycles. Around the 20k mark, the emulated PC is fast enough that the sound stops breaking up, though the graphics are still a slideshow.
@Rice_Boi.3 ай бұрын
Dayum, you don't really realise the improvement until you hear a side by side but when you do it is NIGHT AND DAY, insane work as usual!
@PPedroFernandes3 ай бұрын
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
@kipchickensout3 ай бұрын
i didn't notice how much different it was until you played the old one again, the new one is so much better holy shit
@iso_master3 ай бұрын
This step forward will revolutionise the way developers or modders make the engines sounds, for BeamNG, for example Great job.
@stitchfinger76783 ай бұрын
Yeah, I can't wait for this kind of tech to be practical under the hood of basically any kind of game
@JonatanGronoset3 ай бұрын
I could see this entire simulation and its audio be usable as a means to generate the sounds of, say, a steam loco cab simulator in a museum or the like. If the control inputs were adedd via audrino sensors, a person pulling the whistle cord of a loco in said museum would have realtime audio of the whistle in the sim played throgh speakers in the cab. As someone working with steam trains, I think your simulation is very well-made and sounds very good! 👍🚂
@_TheMentor3 ай бұрын
Every time I watch your videos I am in awe and, quite frankly, jealous of how near-flawless your end results are.
@sentinelav3 ай бұрын
Incredible update as usual. The transformation is night and day, and it's extraordinarily satisfying to see application of physics principles translating to physical realism. Regarding popping/clicking issues, perhaps you could add an additional layer of latency between the simulation and the UI. If the UI was live, but the simulation ran even up to a few 100ms behind, the user would be unlikely to notice this difference at all, but popping issues would be greatly improved. This could just be provided as an option for users suffering these problems.
@AngeTheGreat3 ай бұрын
There is already latency applied and it can be set by the user in the game's options menu. Faster systems can handle very little latency but the game by default has the latency set to around 150 ms which is enough buffer for most slow downs. Thanks for the suggestion!
@sentinelav3 ай бұрын
@@AngeTheGreat Way ahead of me already then! I can't wait to see the mechanical component applied to your other engine models.
@AGryphonTamer3 ай бұрын
9:36 those squeaks sound so real. Not the popping, but as the engine winds down the squeaking. When I was playing around with Stirling engines I heard them all the time, and no amount of oil made them go away. They're kind of annoying so I'm not sure you want them there, but even if they are artifact errors there's a similar effect to them in real life.
@QuirkyView3 ай бұрын
Those high pitched noises were a *very* accurate recreation of shoes rubbing on the floor of the school gym
@Foxidroytber3 ай бұрын
I cant imagine how good this would sound with the resonance of the objects like the brakes resonating with the wheel when it comes to a stop or the joints squeaking when it starts to spool up, etc Insane job
@fliptheegg3 ай бұрын
Absolutely incredible work! Several times throughout I was thinking "yeah, but what about X...", and almost every time you already thought about it. Regarding convolutions for every part, a thing I felt was missing was the whine of f.ex a brake. The noise is good, and the low-pass is exactly what I was thinking (although, is the filter too steep? It sounds a bit dark to me IDK), but the "individual convolutions" would be the parts themselves resonating, no? Calculating resonating frequencies of metal parts seems doable. Love the thinking in the distance parameter! A thing that's also pretty important to how something sounds up close vs from afar is panorama. Up close, you would be able to hear that the piston and the wheel are in different places in your field of hearing, but from afar the entire machine becomes monophonic. Man this is so impressive, it really sounds dynamic and has a real feel to it.
@MadsterV3 ай бұрын
If I got it right, the individual convolutions are because the different outlets' sound went through different parts, so the convolution for each should be different. You can aggregate for the path they took and have a single one for each outlet. That is, ignoring the vibration of the parts themselves.
@3DPDK3 ай бұрын
I can add a bit of complexity you don't take into account; resonant frequency - most notably in metallic components or parts. The friction between the brake pad with low resonance (usually made from a compressed mineral like asbestoses), against a steal wheel which has a prominent resonant frequency based on it's mass, shape and size, and material hardness (steel is more resonant than copper). All this results in break "squeal". As a matter of fact every metallic component that experiences friction during operation has a resonant frequency that varies in amplitude (not frequency) with both the velocity and pressure of the friction. The resonance of each part is determined, like the wheel, by it's size, shape, mass and material hardness. Find a video of a B-17 engine start up. You will notice that at low RPM the sound produced has a heavy metallic, multiple frequency "clanking" sound. These metallic sounds disappear as engine RPM increases because the friction speeds increase resonant frequency harmonics beyond audible ranges and/or become overpowered by the exhaust drone. This specifically is a project I've been working on in VCV Rack modular synthesis program for a 3D animation of a B-17 from startup to cruising flight.
@skorpius20293 ай бұрын
This is astronomical upgrade in sound quality and realism.
@SubjektDelta3 ай бұрын
The "bad" sounds around 9:20 sounds like somthing Aphex Twin would remix
@windowsxseven3 ай бұрын
says a lot about aphex twin
@piworower3 ай бұрын
haha yeah! steam licker.
@user-kr9bz1lq4u21 күн бұрын
It may sound bad but at least it still sounds mechanically accurate.
@IronHexacyanoferrate3 ай бұрын
If you blindfolded me, and told me it’s a real steam engine, I’d believe you.
@C.I...3 ай бұрын
Wow! When you put all the elements together, I was taken right back to that time I stood next to a pumping engine many years ago! A sound I had forgotten, brought back - that's how you know you got it at least mostly right! The hiss of the valve you actuated in particular was uncanny!
@RaylaRayV3 ай бұрын
Ange this is incredible, I've spent most of my life around Steam Engines, I could close my eyes and it would be like im right next to it with how realistic this sounds, you've done seriously well!
@vikenemesh3 ай бұрын
Every mixer in an audio-workstation taking multiple asynchronuous sources could make use of that "make zeroes go away by predicting some fake audio" hack. imho. Some great techology in here, bravo!
@boop3 ай бұрын
The before and after is crazy here, good work!
@kvaek3 ай бұрын
OH MAN! The best time is when Ange uploads
@expired_esoup3 ай бұрын
It really is the little details that make the biggest difference. As always, this is incredibly high quality work.
@Anon_Octo3 ай бұрын
Wait a second? BEAMNG!? As in, the car simulator? They support you?
@LamantinoElettronico3 ай бұрын
They have supported him for months now
@throwawaypt2throwawaypt2-xp8nx3 ай бұрын
beam is goated
@chrissss6963 ай бұрын
If you look at Ange's racing game video, he says they've supported him since basically the start of the project
@Ramash4403 ай бұрын
They've always been a sponsor. I mean, it's clearly in their interests so it makes sense.
@fullyverified74913 ай бұрын
That is absolutely amazing. I was away from my screen when you played the full demo, I could only hear it. Sounds like a massive steam train full of heavy parts.
@deadblazer89313 ай бұрын
Bro, I'm more on Software/API side of the programming world and the simulation engine you're building is insane on all side. You need such deep knowledge of your programming language plus insane mathematics skill that I don't even know where did you get all this knowledge from. Incredible work.
@NielsHeusinkveld3 ай бұрын
Impressive as always, really believable and so cool knowing it is all 'made', nothing prerecorded! Ultra cool.
@rayers10003 ай бұрын
I'm going to use this to teach my child more about engines this is amazing in every possible way i can't thank you enough. amazing work. as soon as I have the bandwidth I'm going to become a patron.
@StanleyKubick13 ай бұрын
just buy the game
@F-Man3 ай бұрын
This is *amazing!* Seriously, this could properly redefine how sound design is done, especially in vehicle simulation games.
@slightlyinsaneraf3 ай бұрын
You are absolutely wilding my dude. The progress is insane! Cant wait to see all this fancy shit somehow implemented to 3D Engine Simulator!
@mrwalter10493 ай бұрын
The incredible difference in realism in the side-by-side comparison is jaw dropping! You are doing great work, and you really are hugely inspiring :) Making me want to go and continue learning more math and physics
@AllDayBikes27 күн бұрын
12:20 Had me grinning like a fool when all the sound components came together. Awesome
@ALCOR_S33 ай бұрын
I am a train nut myself and this is insane. One thing that would be fun is to add different size and chime/note whistles. Which in the real world changes the sound and pitch. Just a fun idea of course, but i would love to see it done because the whistle simulation sounds outstanding. Cheers!
@gabrielaffonso94363 ай бұрын
As I've seen, you have the best mecanical engine simulator engine, it would be very nice to see a "train steam engine simulator" with all that real time response of mecanisms and sound. Keep the good work!
@anchopanchoranchoАй бұрын
Im glad the algo brought you back to my feed. Seeing how much you have developed since then is absolutely awesome.
@Traincraft1013 ай бұрын
I love the new whistle! sounds like a nathan 6 chime. Have you considered adding a feature that lets the user edit the notes it produces?
@MaximumQc3 ай бұрын
you are insane Ange! everything you do is above and beyond our expectation!
@tugman12343 ай бұрын
I love these videos - not because I can pretend to understand any of the magic you are performing in code, but because you lay out so well how you identify and approach the problems you are solving. It's a masterclass in how to do iterative design.
@ArmstrongWoolley3 ай бұрын
Bad times have a scientific value. These are occasions a good learner would not miss.
@MadsterV3 ай бұрын
Amazing work as always! I'm very excited to see this attention to audio. The autoregressive model audio still sounded like clipping to me, just less pronounced. Maybe it's not in phase or something?
@AngeTheGreat3 ай бұрын
There are limits to how much the audio can be corrected when there is literally no audio present. It really doesn't sound like clipping or clicking and you can confirm this using a spectrogram and comparing it to actual clicking. There are no discontinuities in the signal whatsoever. Every other approach I've tried results in much more obvious artifacts when audio is dropped. In regular play, most errors with audio prediction enabled are reduced to just subtle blips or frequency detail loss. You can probably analyze the signal from this video yourself in a spectrogram and you'll see what I mean.
@machinerylab-3158 күн бұрын
7:02 that whistle actually sounds very nice and realistic imo
@JTCF3 ай бұрын
Imagine how cool this would be in Derail Valley. The S282 and S060 will sound AMAZING
@jaydensydes34783 ай бұрын
modulating the filter with the lateral piston force is so big brain i love it
@8Ryosuke83 ай бұрын
I checked your channel 2 days ago to see if there was any update and realised the original Engine Simulator video was 2 years old (Happy Birthday!). I remember when I first saw it I thought it would change everything, it could be a revolution for racing games, animation and probably a whole lot of other fields I didn't knew about. 2 years later I still believe Engine Simulator is one of the best project I saw on KZbin and I'm really thankful for the time and effort you put into this project and I can't wait to see what's in the future. The second half of this video made me time travel to the industrial revolution 10/10 would steam again
@ry7hym3 ай бұрын
oh man that full demo comparison really makes the difference in realism noticeable. gotta love steam engines. during my vacation I went to a technology museum and they had these humongous steam locomotives there. truly magnificent machines
@Luddyh3 ай бұрын
I looove your content and have been tracking Steam Engine Simulator since launch. Seeing it progress into a full, super realistic simulator is so awesome. Keep it up!
@JasperHuskyFox3 ай бұрын
Holy crap, and I thought the sim already sounded amazing! You have done such amazing work as always!
@OllieMarshall923 ай бұрын
Sounding great. It is very normal to band limit the audio with a very steep filter. E.g. 60th order IIR lowpass cascade just below nyquist is quite normal in hifi products. Although probably more typical is an FIR filter. Also, you could apply some dither during the creation/conversion of the audio. That would remove quantisation noise. The lowpass filter you use for distance might sound better if you used a first order lowpass filter, IMO it's a little too steep. Finally, if you plan to modulate the filters input parameters quickly then don't use biquads, use a state variable filter (I think sometimes called a "zero delay feedback filter")
@1marcelfilms3 ай бұрын
I enjoy how simple small things add up to one complex thing.
@BryTheGTIGuy3 ай бұрын
Love the screw reverser and how the simulation actual shortens the exhaust beat. It would be so cool to see your simulations be used in train sims for accurate steam noise and whistle quilling. It’d be cool to hear some brake squeal and added rod clank when the reverser is a bit more centered or off throttle completely as well… unless there is and I didn’t notice
@nissanv6TT3 ай бұрын
just incredible. the lengths you've went to for accuracy in something that started off as a kind of as a joke is awesome.
@TheOneThreeFour3 ай бұрын
The improvement and approach using informed design is amazing, these videos are worth a lot
@J2ko3 ай бұрын
the subtle sounds of the mechanical components adds so much more realism!
@yeahaddigirl3 ай бұрын
That train horn gets me every time. So fn cool.
@freddafishy3 ай бұрын
Man it truly is a treat to watch these videos. You are very bright, creative, and thorough in your work. I hope it takes you far.
@Tommy_TTC3 ай бұрын
Excellent work as always Ange. It'd be really interesting to see this model tested on other high pressure systems like jet engines/turbines, rockets, or weapons firing. It might be a fun way to tune the model for other purposes to make it more universal. I briefly worked on a sandbox game a while back where you could build vehicles like tanks and planes, and I realized audio was so important to make them feel believable. I spent a lot of time debating how to get more realism out of the sounds, but didn't get very far since I mainly work with the visual side of game development. Seeing your work has been motivating me to get back to work on it, and I'd love to incorporate your audio solution once it's fully available. Keep up the good work, and I look forward to future updates!
@MHSDankusPotatus3 ай бұрын
Im truly obsessed with these updates. Your thought process pleases my tism
@wigwagstudios24743 ай бұрын
i think i said this on an older video but god imagine the power if sound physics was applied to making mechanical sirens. with a rotor and stator and everything. not just hand cranked but like full on electric. electromechanical. hearing a giant steam train plowing through the tracks is already an insane feat and it's crazy to see where these sound physics have gone in the past year or two
@casbremer77933 ай бұрын
Dude that’s sick! It’s also interesting to see that the heavy steamtrain noice comes from the mechanical parts and not just the steam. Amazing work man!!!
@k4yd33yeah3 ай бұрын
It would be really cool to have some resonance in the system. Even if it only works for the brakes or for the main bearing when it's worn out something. This entire project is absolutely awe inspiring you are one of THE inspirations!
@as-qh1qq3 ай бұрын
Frequency dependent damping of sound made me smile
@beta-jp87073 ай бұрын
Brother can write an entire research paper on this topic. This makes me feel so stupid yet amazed. Really informative content keep up the good work :)
@legitscoper32593 ай бұрын
You as Dev is what Simulators need.
@steeliewheelies3 ай бұрын
Your work continues to be one of the most exciting things on the entire internet, thank you thank you
@AutismicGoobie3 ай бұрын
looking (and now sounding) absolutely incredible! cannot wait for it to get on steam and such!
@herr0zeit3 ай бұрын
Wow! Here I thought the sound was already good, now it's even better! Really fascinating video, I'm really excited for the DLC release.
@Thor1103 ай бұрын
I've seen quite a few of your videos now and your work is absolutely breathtaking! looking forward to watching this video a little later on this evening.
@MCJustme3 ай бұрын
your attention to deal is so crazy and i appreciate it so much my guy
@jonthecomposer3 ай бұрын
Wow. This is beyond awesome. I'm both a gearhead as well as someone who records. And since I've been basically poor my whole life, my only access to certain sounds have been through MIDI. So I've had to do a lot of experimentation in finding out how to articulate those not-so-realistic sounds to more greatly mimic how the actual instruments sound. There are always subtle randomizations (not generated!) in both timing and attack as well as adding notes that greater mimic a style (think: short up-gliss before a phrase when playing a B3 organ line, as an example). The whole point here is that what I have to do is wild and most refuse to even try to go that far when sequencing music manually. But YOU are creating the sounds mathematically, and it's all generated from "scratch," as well as all of these optimizations you must do to keep those sounds as close to real time as possible. It's like what I do, but to the 3rd power. SERIOUS respect! And it fascinates me because I love both areas! Not sure if you've seen this before or not, but I saw a video on the "F1 sound." And someone quite effectively pointed out that the sound comes from not only equal length headers into a common collector, but that the component most people miss is the stepped headers. They explained how stepping the headers creates more waves at higher frequencies because of all of the reflections created when the waves hit a 90 degree "L" - albeit very small - that happens circumferentially as you step the header size up. Then they ran several engines with an 8-into-1 setup, demonstrating how the one(s) with the stepped headers sound much more like an F1 exhaust than just the single size, smooth headers. I know the sim isn't about F1 engines specifically, but if it helps out for any reason, may as well add to the understanding.
@el.blanco5523 ай бұрын
It's so interesting seeing the entire process of this, I remember when it first started you had to explain to people that you were doing your best, and that what you have put together (at the time) sounds great already. But now fast forward to the present day, the leap was huge. And the people complaining did actually have a point.
@AngeTheGreat3 ай бұрын
I don't believe the people complaining actually had much of a point. They stated obvious things, contributed zero insight and ultimately changed nothing. Their actions are equivalent to me going back to 1980 and complaining that the CPUs are too slow. Sure it might be true and maybe if you fast-forward to 2024 and look back on my complaints, you could argue that I had a point, but I was ultimately just stating the obvious: that could always be better. I don't believe that's a very meaningful contribution to the discussion.
@el.blanco5523 ай бұрын
@@AngeTheGreat you definitely have a point, I'm here watching on the side lines, I always thought this was a great project, critics on here are way too harsh for no reason. And I do remember you explaining that you knew that there were issues and its not perfect, I appreciate your total honesty throughout this as well.
@kenneth_romero3 ай бұрын
one of the coolest projects to follow. getting better everyday
@blinkmembersclub3 ай бұрын
Congrats on 200k! 🎉
@fynnkoesling146522 күн бұрын
I'm thrilled about the DLC and hope that there were no significant troubles in its creation.
@brettgoodrich3 ай бұрын
This is, I cannot stress enough, genuinely beautiful.
@TheMasonX233 ай бұрын
Absolutely wild! I thought it sounded pretty great before, especially for being real-time, physically based audio synthesis, but daaammn does it sound leaps and bounds better. Love how a more accurate simulation was able to get rid of a bunch of magic numbers. As a fellow programmer, those are sometimes necessary, but always cringe inducing to use to fudge things. And great use case for SIMD to increase the performance of the reverb and putting those gains back into extended capabilities. Great work as always man, so excited to see the progress! Very inspirational to me in both my day job as a code monkey and my hobby of simulation programming!
@MrSaemichlaus3 ай бұрын
Ange, I haven't watched this video, and I don't always get a real kick out of your videos, but there's a very simple reason I click on almost every one of them: you put a lot of effort into these projects and the videos, you want to make everything right, and it's all a very difficult challenge but you come through with results every time. I respect your fight, and I'm sure this stuff will be adopted into video games and will give them that next level of realism. I hope you're getting a solid piece of the cake from your industry partners, and that the industry will know your name. Keep it going and don't listen to the haters. Lastly, congrats to a very well deserved 200k. Edit: the audio improvement is insane! If the steam engine was built into a locomotive, you could also implement doppler effect for bystanders.
@cazdotsys3 ай бұрын
In comparison the old engine sounds like a steam powered washing machine. I love the work! keep going you are making something amazing
@taiiat03 ай бұрын
the Audio now sounds outstanding, indeed! cheers.
@DrEnzyme3 ай бұрын
It sounds SO good. I need a steam train simulator with this simulation powering the audio.
@OlNoName3 ай бұрын
Have you heard of the Rolls Royce Crecy engine? Theres no known existing audio of the engine running, but when it did, it apparently triggered air raid sirens up to 15 miles away (Curious Droid's Video). I wonder if one day this simulation could be used to accurately simulate what that monster of an engine would sound like! Incredible work as always.