Description
AMX Leclerc Tank FX – Lite Version – Game-Ready Sound Effects for Game Developers
An unique library of sounds for game developers with detailed instructions on how to use it. The AMX Leclerc Tank FX sound library includes 5 seamless loops and 8 special sound effects. Using them together, your AMX Leclerc comes to life! This is the light version of the sound library for the AMX Leclerc tank. Please check out the AMX Leclerc Tank SFX – Full Version.
The Leclerc is in service with the French Army and the United Arab Emirates Army. In production since 1991, the Leclerc entered French service in 1992, replacing the AMX 30 as the country’s main armoured platform. The price in 2011 was €9.3 million, which made it the most expensive tank in history at the time.
All of our tanks are based on the same implementation principle with the same functions. Therefore, when you configure AMX Leclerc tank for your project, you can easily use other tanks from soundfx.studio.
01. Demonstration of using the AMX Leclerc Tank SFX
02. AMX Leclerc Acceleration
04. AMX Leclerc Max Speed Driving
07. AMX Leclerc Start and Stop sounds
If you need files in a different format – let us know, we will send them to you
— How to Use It —
You have two ways to implement the sound of the tank AMX Leclerc Tank:
1) SIMPLE WAY
In the simple version you only need one parameter – the speed of your tank. Let’s normalize the value of the speed to 0 – 1 range. To do this, you need to know the maximum speed of the tank – SpeedMax and the current speed – SpeedCurr. Our normalized speed will be equal:
Speed = SpeedCurr / SpeedMax
And you will use only 2 sounds: Idle and MaxSpeedDriving. Let’s display the parameters of the gain and pitch of the sounds we need in the table:
|
GAIN |
PITCH |
Idle (Zero speed) |
-0.2 * Speed + 0.5 |
0.65 * Speed + 0.85 |
MaxSpeedDriving |
0.8 * Speed + 0.2 |
0.45 * Speed + 0.55 |
For Example:
Our tank is moving at a speed of 50 kilometers per hour. We know that its maximum speed is approximately 72 km/h. So, the variable we need will be calculated like this:
Speed = SpeedCurr / SpeedMax = 50 / 72 = 0.7
And then we use the resulting variable to calculate the volume and pitch of our sounds:
Idle.gain = 0.13*Speed+0.65 =0.13*0.7+0.65= 0.741
Idle.pitch = 0.65*Speed+0.85 =0.65*0.7+0.85= 1.305
In the same way we calculate the parameters for sound MaxSpeedDriving
2) ADVANCED WAY
In the advanced version you need three parameters – the speed of your tank (SpeedCurr), your tank engine RPM (RPMCurr) and your tanks turbine RPM (TurbineCurr). Instead of the turbine RPM, you can use the tank RPM. But it will be more realistic if, in the fall of revolutions, the value of the variable for the turbine will change at a slower rate. So that the turbine pitch fell much slower than the engine pitch.
All three variables should be normalized to 0 – 1 range. How to do it – described in the example for a simple implementation.
You should get 3 normalized variables for tank sound: Speed, RPM, TurbineRPM.
You also need to know when the user presses the acceleration button. If he does it, then AccelerationFactor (AF) = 2.5. If he doesn’t, then AF = 1.
You will use 4 sounds with these variables: Idle, Acceleration, Turbine, Movement.
Let’s display the parameters of the gain and pitch of the sounds we need in the table:
|
GAIN |
PITCH |
Idle |
0.13 * RPM + 0.65 |
0.65 * RPM + 0.85 |
Acceleration |
(0.2 * RPM + 0.2) * AF |
0.65 * RPM + 0.75 |
Turbine |
0.6 * TurbineRPM + 0.4 |
0.34 * TurbineRPM + 0.66 |
Movement |
Speed^0.22 |
1.1 * Speed + 0.6 |
To understand how to use it – see an example for a simple implementation. In addition, for greater realism, you should add the use of Start and Stop sounds. You need to play them when the player presses the acceleration or deceleration button, respectively.
There are recommended master normalized volume for each sound: Idle = 0.6, Acceleration = 0.75, Turbine = 0.4, Movement = 1.8, Start&Stop = 0.5, Obstacle Hits = 0.3.
You can add a random playback of ObstacleHit files when a tank encounters anything. Or when it hits the ground after a small jump.
If you have noticed any mistake, or you can suggest improvements, please write to us about it.