Author Topic: Audiosurf 2??  (Read 3092 times)

PsYKoTx

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Re: Audiosurf 2??
« Reply #15 on: April 20, 2011, 08:54:56 pm »
What could be in Audiosurf 2 that couldn't just be implemented in the first one?

Wipeout HD Graphics!!! (specifically zone mode graphics with all the pretty colors)
Like this video: http://www.youtube.com/watch?v=p7RgISE3WKM

Passerby

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Re: Audiosurf 2??
« Reply #16 on: April 21, 2011, 03:59:00 am »
that actully dosnt look too hard to remake.
most of the effect in is the material which has a pretty heavy Fresnel effect in it's emissive channel with some additional full screen post processing.

head_hunter9866

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Re: Audiosurf 2??
« Reply #17 on: April 26, 2011, 10:03:18 am »
What could be in Audiosurf 2 that couldn't just be implemented in the first one?

Wipeout HD Graphics!!! (specifically zone mode graphics with all the pretty colors)
Like this video: http://www.youtube.com/watch?v=p7RgISE3WKM
finally some one that understands me!!! great idea! :D
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blue_h3x

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Re: Audiosurf 2??
« Reply #18 on: April 26, 2011, 10:13:23 am »
There was a so called music based racer, called music racer (or something similar), the author posted on this forum a bit, should be found with a search.
It didn't live up to the awesomeness of AS though.

Posts seem to be gone... more of the mysteriously disappearing threads, but here's the site: http://www.musicracer.de/
« Last Edit: April 26, 2011, 10:15:27 am by blue_h3x »
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Logger

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Re: Audiosurf 2??
« Reply #19 on: April 26, 2011, 11:32:04 am »
Doesn't look nearly as fun as Audiosurf does, but it was Mac support, so I'll check it out.

head_hunter9866

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Re: Audiosurf 2??
« Reply #20 on: April 26, 2011, 11:33:37 am »
There was a so called music based racer, called music racer (or something similar), the author posted on this forum a bit, should be found with a search.
It didn't live up to the awesomeness of AS though.

Posts seem to be gone... more of the mysteriously disappearing threads, but here's the site: http://www.musicracer.de/
so you are part of this project (AS)?? omg!?!?!? musicracer is wow.... anyways... i think you can make audiosurf better ;]
EDIT: i only saw the screenshot... the gamplay is messed up:/ what i was trying to say is that imagine the ship with those textures :D  but obiously with space textures lol... HD i ment... :P imagine.... Audiosurf HD!!! :D hahhaha xD
« Last Edit: April 26, 2011, 11:39:22 am by Omega Zero »
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blue_h3x

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Re: Audiosurf 2??
« Reply #21 on: April 26, 2011, 12:46:31 pm »
-snip-

Not quite sure what that ramble is about... Audiosurf HD.... seen as I play it at 1680*1050 that's well above the HD ready 720p (1280×720) so you can it's high definition already.
Austria is just like Yorkshire, but they have bigger hills.... oh and they have real snow too

head_hunter9866

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Re: Audiosurf 2??
« Reply #22 on: April 26, 2011, 02:54:50 pm »
-snip-

Not quite sure what that ramble is about... Audiosurf HD.... seen as I play it at 1680*1050 that's well above the HD ready 720p (1280×720) so you can it's high definition already.
hm.... #fail i didn't knew.... D: but what i had on mind of AS2 was that we could choose the instrument we wanted to play such as rockband... and maybe different ships and modes! :D
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blue_h3x

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Re: Audiosurf 2??
« Reply #23 on: April 26, 2011, 04:07:00 pm »
This has been discussed before, but I'll summarise (use search for the full thread).

When music is mixed to form a track, the combination of sound frequencies are all mashed together such that they become inseparable. Thus for you to look at the sound wave and say, "that's a guitar" or "that's a flute" would be next to impossible if you didn't know the instruments or their frequency ranges to start off with. With games like RB and GH, the tracks are manually developed by hand, often with studio mixes and scores provided by the record label. When you play the consumer version of a track you get just a single sound wave (per channel, so for stereo, two in total). The way AS works, is by looking for the intensity and frequency peaks within this sound wave. Separating out single instruments is not possible. I can explain more about how the music looks to a computer, PM me. If you want to know how the tracks are mixed to form consumer level music, then Passerby who's pretty clued up on this would be your best bet.
Austria is just like Yorkshire, but they have bigger hills.... oh and they have real snow too

head_hunter9866

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Re: Audiosurf 2??
« Reply #24 on: April 26, 2011, 09:45:31 pm »
This has been discussed before, but I'll summarise (use search for the full thread).

When music is mixed to form a track, the combination of sound frequencies are all mashed together such that they become inseparable. Thus for you to look at the sound wave and say, "that's a guitar" or "that's a flute" would be next to impossible if you didn't know the instruments or their frequency ranges to start off with. With games like RB and GH, the tracks are manually developed by hand, often with studio mixes and scores provided by the record label. When you play the consumer version of a track you get just a single sound wave (per channel, so for stereo, two in total). The way AS works, is by looking for the intensity and frequency peaks within this sound wave. Separating out single instruments is not possible. I can explain more about how the music looks to a computer, PM me. If you want to know how the tracks are mixed to form consumer level music, then Passerby who's pretty clued up on this would be your best bet.
omg... you know a lot!! :D thanks for the information!!! now i know lol...
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Kustin

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Re: Audiosurf 2??
« Reply #25 on: May 08, 2011, 05:02:16 am »
One of the best things that would happen is if Audiosurf 2 was built on a different engine that would allow the modders to use the source code to the game's fullest potential. The proportions of mods and ideas might have been much different compared to the original game.
« Last Edit: May 08, 2011, 05:04:57 am by Kustin »