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Doppler''s Effect

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Fri Apr 15, 2005 6:05 am

Doppler''s Effect

i posted this at Fp3 some time ago, but i thought it'd be something to note anyway.

Long story short... the doppler effect works in Freelancer. Proven easily by a beam mod of any sort, keeping the sound, and going into an engine kill drift from cruise or faster. Fire constatnly forward, then slowly turn around and hear the pitch drop.

Because i'm in a hurry, the doppler effect, if you don't know it, is when a wave's frequency increases because the source of the waves is moving.
Too complicated for ya?
Okay, think about it this way. You are standing on the side of a striaght length of an F1 racing track. A car is speeding towards you, and then it zips past you, and continues down the track. When it is still approaching you, the engine is sending out sound waves at a certain frequency. However, the car approaches you, so the waves that are heading in your direction are closer together, creating a higher frequency. Higher sound wave frequency means higher pitch or tone. Then, when the car passes you, the wave source (engine) is moving away from you, so each wave is slower than the one before it. Thus the frequency is low, and creates a lower tone.

Thats what makes the cars go eeerrrrrooooommmmmm..... () from high to low, no matter where you are.

anyway, the reason this is quite interesting in Ferelancer is that this theorem relies on the position of moving sound waves. And since it works in the game, means that each instant that makes a sound, those waves actually travel in the game. So there are actual sound waves flying about when you play.

Just a note..

Post Fri Apr 15, 2005 6:28 am

Now if I could just get a good Sidewinder Fang.

Post Fri Apr 15, 2005 8:12 am

Wow... Never noticed that. They must have really worked on those physics.

Post Fri Apr 15, 2005 1:07 pm

thats pretty cool. but one thing to say. if you figured that out, you play WAY too much, if that is at all possible

Freelancer
Nerevarine
Destroyer of the Shagohod.
Savior of Spira (twice)

Post Tue Apr 19, 2005 4:37 pm

Also, if you come so close to a Jump Gate entrance that you will get pulled in instantly as you press F3, the sound will become pretty changed

Post Wed Apr 20, 2005 1:52 am

yeah, thats part of it too. you travel at such a high speed when you get sucked in that the waves are pretty much touching each other (if thats at all possible lol)

Post Wed Apr 20, 2005 3:22 am

if i go into turret mode when in a tradlane it works

Post Fri Oct 06, 2006 5:52 am

Sure very realistic...

BUT it is NOT realistic with sound IN SPACE WHERE THERE ARE NO GAS.

Thats because sound is movement in the air.

Edited by - erkolos on 10/6/2006 6:57:13 AM

Post Fri Oct 06, 2006 11:24 am

Yes,but you are in a spaceship,presumably with air in it.The shockwaves will resonate inside your ship producing sound.

Post Sun Oct 08, 2006 5:35 am

Still...

Post Mon Oct 09, 2006 6:07 pm

Yea, but if they bounced from jg and back to ship, no gas, no dice! Cool though m8.

Post Sat Oct 14, 2006 3:02 pm

i've always imagined, in the back of my hard-scifi mind, that the sounds you hear are ship-computer simulated to help the pilot orient himself to the action. of course, some of the audio in FL doesn't fit this theory, like jumpgate sounds and whatnot - blame it on electromagnetic radiation or something

Edited by - Cold_Void on 10/14/2006 4:02:44 PM

Post Sat Oct 14, 2006 5:26 pm

ah, elcotromagnetic radiation! thats it! or if it isnt, why dont we just call microsoft or anvil games?

Post Sun Oct 15, 2006 8:25 pm

The only sounds in space that you would be able to hear are ones that interact directly with your ship or an object that is in direct contact with your ship. Faint sounds in a nebula are technically possible, but the extremely low density makes it almost negligable. This would also mean that, assuming you stay in the cockpit, there would be no doppler effect whatsoever. Realistic it ain't.

Edited by - Blackhole on 10/15/2006 9:26:16 PM

Post Sun Oct 15, 2006 10:11 pm

Its the sound being compressed and then as it gets loser it like it gets compressed and then all the preasure gets released when it goes parsed and all sound is are diferent freqanceys of vibrations try it with your phone on vibrate you'll hear it for yourself or when you talk put your hand on your throut youll feel the vibations lol my old science teacher told me that lol hehe thanks Mr Gorrie lol

Edited by - Deathman on 10/15/2006 11:18:06 PM

Edited by - Deathman on 10/15/2006 11:18:50 PM

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