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Racing Game Audio - Can anyone suggest techniques?

Started by January 30, 2009 05:17 AM
2 comments, last by scratchresistor 15 years, 9 months ago
I'm currently developing an online driving game for a big client, and while I've virtually completed the game, I haven't added any audio, mainly because I can't think of how to do it! So, my question is: how do you play back sampled audio in relation to the speed of an in game car? I don't want to simulate/model the audio - I have samples of the full range of the car engine in question, and need a method of playing them back in a way that sounds realistic... Help! Si
FMOD, sir, FMOD.


FMOD is your one stop shop for audio implementation in a game and it won the Game Developers Magazine FRONTLINE award for best audio tool in the industry last year.

It even has a Car Engine demo.

Seriously.
- [email=dan@musicianeer.com]Dan Reynolds[/email] (Composer|Music Implementer)
www.musicianeer.com
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Danthr is quite right. Fmod could set you up perfectly right now. All you'd need is varying engine sounds of different intensity (ie. idle, gear 1, gear 2, gear 3, top gear, etc) and then set it up correctly within Fmod.

Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios
Austin, TX

Thanks for your speedy reply gents, I'll look into it...

Si

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