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Hi, I am experimenting on designing car engine sound….

So with the help of the tutorial I managed to create a basic engine sound…. Using auto pitch and reference points… but If I want to complex the engine sound like adding a gear changing sound how would I do that?

Will it be a different layer or a event which may get triggered on a particular reference point or is there any other approach….

And could you elaborate on the Auto Pitch Ref points for car engine sound… Because if I have my custom made sounds how would I calculate pitch reference points….

It’s an interesting feature which make sound so realistic, so would like to know in more detail….

Thanks

Parag

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[quote="Parag":33s4d83l]Hi, I am experimenting on designing car engine sound….

So with the help of the tutorial I managed to create a basic engine sound…. Using auto pitch and reference points… but If I want to complex the engine sound like adding a gear changing sound how would I do that?

[/quote:33s4d83l]

If the gear change can be triggered at any rev (by the user), I’d go with a separate event for the gear change sound – in fact I’d probably use a separate event regardless. If the engine was for a simple game, where the gear shift sound was always triggered at the minimum and maximum point perhaps I’d insert the sound definition into the appropriate layers.

[quote:33s4d83l]
And could you elaborate on the Auto Pitch Ref points for car engine sound… Because if I have my custom made sounds how would I calculate pitch reference points….
[/quote:33s4d83l]

In this case the auto pitch reference would generally be the actual RPM of the recorded engine sample. The start and length of the sound def. instance corresponds to the RPM range you want the sample to cover.

Hope this helps,
Templar

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Id like to bump this topic up. I am actually working on a car engine and this is what I need to do. Keep in mind, I am familiar with Fmod, (just decided to join the fourms, now that I got stuck 😆 ):

1) I need to add an acceleration parameter. As the car accelerates, the RPM’s will go up
2) When the car reaches a certain acceleration point, the rpm should be max, this is time to do a gear shift (ie, second gear).
3) same with third gear, as acceleraton goes up, rpm goes to max, time for next gear.
4) during every gear shift, the rpm will go down and then back to max again as car accelerates.

I’d really like to be able to draw an rpm curve as a layer. For example, I’d create a layer called gear shifts which would control the RPM slider in the engine designer. As far as i know, layers you can only control FX, but not values of parameters within the event.

I appreciate any advice, tips or insight on this topic. The purpose is to create a realistic engine sound with gear shifting as a car accelerates and decelerates (gear down).

8)

Edit: Can I control parameter values via other parameters? if so how? I think this would resolve my question above.

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