engine issue
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
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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