still gotta make a nicer video for twitter but cohost gets the Real Behind The Scenes Shit
I did some Audio Programming and figured out how to account for the physical travel time between an audio source and a listener. This means you get accurate time delays for stuff like lightning/thunder, but more interestingly: actually-correct Doppler effects
Cool Stuff:
- The colored rings are traveling at the speed of sound (343m/s in this case) with each pulse synced [approximately] to the BPM
- This essentially visualizes the doppler effect. When the camera is flying towards the source the pitch increases, but if you watch when the rings pass the camera you can hear that the beats are still lining up
- When the camera flies AWAY from the source (1:24 in the video), the pitch bends downwards as we accelerate, becoming completely silent when the speed matches the rings, and then the music starts playing BACKWARDS as the camera exceeds the speed of sound and starts OVERTAKING the wavefront
I originally had a cool art/game thing I wanted to make with this, but I ran into multiple "core unity functionality that has been broken since 2016" issues so I'm just gonna stop here lol
Music is Professor Kliq - Tachmania from the Trackmania 2 soundtrack (it rules)