Car engine sound
Has any got any pointers on how to generate a car engine sound, it's for a racing gone on a mobile phone so nothing to fancy needed, just the basics of generating the waveform for an engine sound.
I've got a framework setup where each car knows it's revs, which I'll use as an input, plus vectors of other cars from the viewpoint so can use those to modify each engine sound. What I'm missing is the basics of what an individual engines waveform should be like.
I'm assuming it would come from something like generating a white noise explosion n times a second, where n is generated from the RPM.
<a href="http://www.Oval-Racer.com</a>
you need engine sounds for both the player car and rival cars? Should the rival cars have a slight doppler effect? (pitch going up and down relative to proximity?)
Away from my system I can't think of what white noise would sound like revved up and down. You're definitely going to need a tone, though. Like a 100-300Hz square wave tone with distortion. That sound might be good revved up and down.
Forgive me, I'm unsure of mobile phone's audio capabilities. Is the tone generated by the chipset on the phone or is this going to be played back dynamically through a low low resolution sample?
Tony
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http://www.anthem-audio.com
Away from my system I can't think of what white noise would sound like revved up and down. You're definitely going to need a tone, though. Like a 100-300Hz square wave tone with distortion. That sound might be good revved up and down.
Forgive me, I'm unsure of mobile phone's audio capabilities. Is the tone generated by the chipset on the phone or is this going to be played back dynamically through a low low resolution sample?
Tony
___________________________
http://www.anthem-audio.com
Thanks for the input, the sound is generated via a simple PCM stream, 8 or 16 bit available, which I plan to generate on the fly.
Square wave with distortion sounds like the kind of thing I might be after, currently I've got a square wave implemented based on rpm, which of course without the distortion doesn't yet sound anything like a car.
As well as the doppler effect other effects to think about are the difference in sound when an exhaust is aimed at you compared to an engine alongside you, or your own engine sitting right in front of you if course.
Square wave with distortion sounds like the kind of thing I might be after, currently I've got a square wave implemented based on rpm, which of course without the distortion doesn't yet sound anything like a car.
As well as the doppler effect other effects to think about are the difference in sound when an exhaust is aimed at you compared to an engine alongside you, or your own engine sitting right in front of you if course.
<a href="http://www.Oval-Racer.com</a>
To change that kind of perspective I would employ some EQ tricks. Again, I don't know if there is stereo sound (or if it's at all effective) on mobiles or otherwise I'd say just pan it.
Basically a car to the side of you shouldn't be as clear frequencey wise as a car with it's engine in your face. So I would roll off the high freqs for cars on the side and bring em back up for the ones in front of you...basically.
Tony
Basically a car to the side of you shouldn't be as clear frequencey wise as a car with it's engine in your face. So I would roll off the high freqs for cars on the side and bring em back up for the ones in front of you...basically.
Tony
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