First of all you could sample a variety of real car acceleration sounds and 
play them back on acceleration. You need to have that in tune with the time 
it takes until your game car is at full speed. Let's assume it takes 8 
seconds from a total halt to full speed. You need an acceleration sound of 
that length.

If your game car slows down and accelerates again, you need to calculate 
the correct playback start position within your acceleration sound file 
based on the current speed.

Alternatively you can just dynamically pitch up / down an engine sound loop 
according to the current speed. Changing pitch can be easily done by 
changing the playback speed / rate. However, these looped sounds tend to 
sound a bit artificial.

On Tuesday, July 10, 2012 3:57:22 PM UTC-5, Tim wrote:
>
> Hey all,
> It is no problem for me to play "constant" engine sounds but have someone 
> of you an idea how I can manage accelerations sounds (i.e. car)? 
> I have no idea how I can create those.
>
>
>

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