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I've been struggling to synthesize satisfying engine sound and tire squeal for a game, my best efforts sound like an engine that runs on soap bubbles. I think t
by kmnt 10y ago
I've been struggling to synthesize satisfying engine sound and tire squeal for a game, my best efforts sound like an engine that runs on soap bubbles. I think the cutting edge solution involves harmonic analysis of samples to find or make smooth looping points within the engine cycles. Crankcase audio has some tool that does this https://www.youtube.com/watch?v=kpeJdErx5b4 https://www.youtube.com/watch?v=kpeJdErx5b4 . Way too expensive for me though.
- soundwave106 10y agoPhysical modeling / waveguides / etc. might be one way to go here. As an example: Andy Farnell's "Designing Sound" (https://mitpress.mit.edu/books/designing-sound https://mitpress.mit.edu/books/designing-sound) describes some physical modeling techniques for engines. (The model is referenced in this paper: http://www.academia.edu/14107512/Physically_informed_car_engine_sound_synthesis_for_virtual_and_augmented_environments http://www.academia.edu/14107512/Physically_informed_car_eng... which tries to improve on the model and also might contain some additional ideas). I took a listen at the engine sample from Andy's PureData code page (http://aspress.co.uk/sd/practical22.html http://aspress.co.uk/sd/practical22.html). The second half (where the engine was revving and accelerating) sounded pretty good to me! It might need some combination with samples, though, the idling portion kind of sounded off...
- kmnt 10y agoThis is really cool, modeling the process instead of relying on samples is a really appealing solution. The first engine sounded like atari pole position to me but the second 4 stroke model is pretty amazing. I guess the added complexity makes the engine sound more appealing.