Car engine sound - implementation
Hello, i''m trying to figure out how to implement such code that will give me the effect i have mentioned above in subject.
Anyway, does anyone have an idea how to do it?
I mean how to make the sound of car engine ? When i speed up the effect changes.. etc..
Please help.
Just jot together an equation that will turn RPM into a suitable floating-point number which you use to calculate the pitch/speed of the vehicle sound effect. It doesn''t need to be too complicated, but it will depend on the implementation of the sound library you''re using.
Now, as for the "how do I change the pitch/speed of a sound effect", that one''s easy. Look it up in the documentation for the library you''re using. I know for certain that you can do it if you''re using DirectX or FMOD, OpenAL better be able to, and I don''t know of any others off the top of my head.
Now, as for the "how do I change the pitch/speed of a sound effect", that one''s easy. Look it up in the documentation for the library you''re using. I know for certain that you can do it if you''re using DirectX or FMOD, OpenAL better be able to, and I don''t know of any others off the top of my head.
You can also use different sounds of the engine to represent the the car in different gears. Use engine sounds setup to loop (which, IMHO is the hardest thing to do) and then change their pitch based on the speed of the engine. Try using slightly different filtered loops for engines in the different gears as well as different RPM to Pitch curves.
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