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nickt

engine issue

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Hi ppl :) I was wondering, maybe someone can give me some advice on an issue I'm having with a racing game I'm making. The problem is with the sound of the car engine... What I did is get a sample of a car at say 2000rpm and then using frequency modulation I get the looping sample to play at higher/lower pitch, depending on the rpm of the engine. (eg freq=rpm*5) The thing is it just doesnt REALLY sound like a car, but more like a spaceship, especially at 7000+ rpm :P I've tried different samples, different ratios of rpm/frequency etc.. all having their own set of problems. I'm wondering now if frequency modulation is not the way to go. :? Also, having played need for speed underground 2, I noticed they use 2-3 samples just for the engine sound, one for when the car is not moving, one when it runs at 1000 - 3000 rpm (more bass sound) and one for higher rpm (5k+) kinda interpolating them. That's cool :) Anyway, my question is if there is any other way to do this? Thanx

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I would suggest the method that you just stated. Take a sample of a pre 1000 rpm engine, a 1000-3000 rpm engine etc... then interoperate between them. That will give you smooth, near realistic results. The more samples you take, the more realistic the sound will be.

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