RNRC Tribute: FMOD Soundtracker sound showcase!
FMOD Showcase!
Hello everyone, Raph here!
Today, I wanted to talk about the soundtracker work for the project. In the video below, you can see how the soundtracker interacts with different parameters (in broad terms) and how each train has its own unique audio identity! You can also appreciate the crazy attention to detail by Disney Imagineers on all the different idles for each train. I went ahead and showcased all the idle variants, including the custom soundtracker I put together using my own sounds combined with Imagineers' original audio. The video was originally recorded just to showcase the different idles, but I thought, why not make a little not-so-deep tech post?
Sound Implementation:
So, how does this all work in Rock 'n' Roller Coaster Tribute?
Well, FMOD makes it possible to trigger various sounds dynamically, making everything feel seamless and alive! Each train gets its own dedicated sound mix to really nail that immersive feeling. (Everything had to be done x5 / 6 because we have 6 soundtrackers, it was tedious even by instancing everything that can be instantiated...)
Here's what’s going on:
Idle Loops:
Different variations for each train, including official Imagineers' versions and my own custom recreations. All mixed by hand as closely as possible to the real mix.
Pre-Launch & Loading States:
Different audio cues for guest boarding, train readiness, and transition to the launch phase.
Braking Zone & Unloading:
Distinct soundtracker states for post-ride moments, maintaining immersion even as the ride concludes.
Adaptive Sound Design:
The system reacts dynamically to the ride’s state, adjusting sounds in real time.
Audio Structure:
Different sounds, or sometimes, groups of sounds / channels blend together to create a polished, authentic experience.
Parameter Control:
Ensures sound variations with different timing and delays in-game, avoiding a repetitive feel. There is also some more advanced control parameters for sound effects, such as head rotation when the player is seated, turning your ear against a speaker will change how the sound is perceived. (Post showcasing this here: https://917rides.itch.io/rocknroller-coaster-tribute/devlog/909378/misc-update-1... )
Final Thoughts:
The sound design work is a HUGE part of making this tribute feel as real as possible. From capturing the nostalgia of the original ride to recreating the whole audio systems as precisely as possible, every little detail counts!
That’s it for now! Hope you enjoyed this little showcase.
Thanks to Vincent for the english translation help and advice.
Get Rock’n’Roller Coaster Tribute
Rock’n’Roller Coaster Tribute
This is a recreation of the ride that was operating at Disneyland Paris as a PC or VR Experience.
Status | Released |
Publisher | |
Author | 917Rides |
Genre | Simulation |
Tags | artgame, disney, Exploration, First-Person, ride, rocknrollercoaster, roller-coaster, Singleplayer, Virtual Reality (VR) |
Languages | English |
Accessibility | Color-blind friendly, Subtitles |
More posts
- Fix 1.3.0d: Credits menu & NightTime4 days ago
- Misc Update 1.3.0c: Soundtracker FX adjustment8 days ago
- Misc Update 1.3.0b: EULA & UI8 days ago
- Soundtracker fix 1.3.0a: End blip sound fix13 days ago
- Major Update 1.3.0: Streamer Mode & VR Select13 days ago
- New game options, feedback needed!14 days ago
- Update 1.2.9: Hood & Fixes26 days ago
- Update 1.2.8: CPU Optimizations & More27 days ago
- Big Update 1.2.7: Station sound system full rework + UI stuff !27 days ago
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