Andy Farnell has some interesting procedural techniques for engine sounds in 'Designing Sound'. I've found better results combining some of his techniques with actual engine recordings.

You could go the 'traditional' method and record engine sounds at different RPMs and varispeed (read an array at different rates) and cross fade between them. It will take some effort but should take you somewhere.

If you want to design more realistic sounds it might be worth reading up about the techniques used in actual game engines (especially on load and off load sounds).

I'd made a prototype some time ago, in Max/MSP, that was a combination of granular resynthesis, additive synthesis and a bit of convolution. Not the most efficient technique, but it sounds quite alright. http://bit.ly/IkV7ao

Cheers
Varun

--
@ntkeep <http://twitter.com/ntkeep>
re-sounding.com <http://re-sounding.com>
designingsound.org <http://designingsound.org>


pd-list-requ...@iem.at wrote:
hi list,
>>
>>  does anyone has experience or tips to patch a realistc motorsound for
>>  racing game prototyping?
>>
>>  i wants to experiment with some motorsound loops to create some real
>>  engine noise...
>>
>>  for tips i'll be very happy
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