I’ve been working with the included car engine sample that came with Designer and it works great. I would like to get more car engine sounds, but do not know where to look. I work for an automotive company, so hiring someone to get the sounds is not out of the question. However, I would prefer not to pay for anything if possible. Is there a resource out there where I can find good car engine sound effects to use for this application?
Edit: If getting the sounds myself is the best way, is there someone who could guide me through that process? i.e. where to record the engine noise from (under the hood, inside the car), how to get the rpm intervals (use a dyno?)
- chanes1 asked 8 years ago
Thanks for the info guys. One more question. In this thread:
http://220.127.116.11/forum/viewtopic.php … car+engine
templar talks about how it’s hard to get the engine sounding right and how you need to closely adjust the crossfading, autopitch, etc. Has anyone had success making a good sounding engine without using their own samples? I have access to a dyno but it would be good to know if I could do it without having to grab my own samples.
- chanes1 answered 8 years ago
IN OFP:DR we used a mixture of custom recordings and sample library material for our military vehicles and both worked well. So long as you can get enough loops out then you can use any material from anywhere. The advantage of using a dyno to make your own recordings is that you get very consistent results (not to mention unique recordings that no-one else is using). The problem you’ll find when using sample library recordings is getting steady loops over a range of RPM that sound similar enough to each other to make a smooth transition between them, which is more to do with timbre than pitch. Most sample libraries are geared towards film and TV work so you find a lot more by’s and recordings with variations in surface sound and environment that make it hard to get good loops. You might find a sample library has a load of different recordings of a hummer and that you can get a load of loops out over a range of revs from different files but when you put them together the timbres do not match even if the pitch does.
Getting the autopitch right is not a problem so long as all your numbers tie up. If you know what the RPM of the loop is and you set that as the reference value than it will just work. If you don’t know the RPM value of the file then work it out – open the sample in an editor and count the peaks or use a reference tone to tune it.
If you’re looking for free stuff then Freesound.org might be worth a look.
For money, the usual commercial sample libraries have some decent material for extracting loops from. Sound Dogs is good if you want to buy individual recordings from those libraries for relatively cheap.
Otherwise, grab a mic and go record some stuff yourself.
Using a dyno is pretty much the most used method for video games using a loop based sytem like in the tutorial, but this can be expensive for home projects.
Normally on a dyno you would mic up as much as you could, if you have the recording channels then use them, as a minimum you would record the engine side and exhaust side using good quality DPA mics, preferably a good solid state sturdy recording device and good preamps as it will be LOUD!
Record in as many sensible RPM increments as is possible bearing in mind the car will get very hot very fast and so will your mics!
Personally I would grab interior sounds and if possible any interesting features on the vehicles, turbo etc.
- Olly Johnson answered 8 years ago
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