Comments (1)
For use in game engines, I think recording to a WAV file is the way to go. It'll work in any engine and won't have any CPU overhead during gameplay, even with dozens of cars in range.
You'd have to record the sound at several RPM ranges and do some post-process editing to ensure the sounds loop perfectly, but this is how most games still play engine sounds.
Typically, the following sounds are used and interpolated/pitch-shifted depending on the car's actual RPM:
- Idle
- Low rev
- Medium rev
- High rev
- Reverse low rev
- Reverse high rev
Having a simulator to help you generate engine sounds quickly is still a great tool, but I think it's best left to offline territory and let the CPU be used for more critical tasks in the game.
from engine-sim.
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from engine-sim.