Rory Walker
Rory Walker
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Brain Audio spatialization demo in Unity with Atmoky trueSpatial
We at Brain Audio built a 5.1.4 mock Atmos system in Unity to test the localisation and directivity of Atmoky's trueSpatial plugins.
Make sure to listen in headphones for 3D binaural spatialization!
Check out Atmoky's trueSpatial plugins here:
atmoky.com/products/true-spatial
For the sonic demonstration I'm playing Brain Audio's Immersive Audio Showreel, mixed in Atmos. Make sure to check out Brain Audio if you need sounds or music for linear or interactive projects!
brainaud.io/
มุมมอง: 277

วีดีโอ

Animation "9" - Sound ReDesign
มุมมอง 1.4K7 หลายเดือนก่อน
A short sound redesign I was asked to do which involved recording a lot of tools and implements in my kitchen, as well as my own voice! This clip was used for practice and for educational purposes only, and is only shared here for self-promotion. Original Producers: Focus Features, Relativity Media, Lux Animation
Sound ReDesign Test Apr19
มุมมอง 87 หลายเดือนก่อน
This was a challenge given to me by an employer which I had to turn around in a short time period. A fun test with some diverse sound design!
3D Audio Spatialization & Occlusion
มุมมอง 6K2 ปีที่แล้ว
This is an experiment in 3D audio realism. Please wear headphones to hear this demo as it is intended. I’m using Resonance Audio plugins in FMOD and Unity to get 3D spatialized sound from this green spherical emitter. In addition I am running a custom script for audio occlusion which is inspired by the game Quantum Break, which changes the amplitude and frequency content of the sound if a wall,...
The Spatialized Orchestra
มุมมอง 2122 ปีที่แล้ว
An experiment in diegetic music using 3D spatial audio for binaural monitoring (Oculus' for VR). Please wear headphones to perceive the 3D characteristics of the sound in this video. You can walk around the various sections of the orchestra and hear the individual sections and musicians based on your proximity to the many microphones which are represented by the green spheres. The audio sources...
Designing Wind with FMOD's LFOs - Part 2
มุมมอง 2594 ปีที่แล้ว
This is the second part of a tutorial series about designing wind with just white noise and FMOD's LFO modulation. In this episode I look at using sidechains to make the model more sophisticated and realistic.
Designing Wind with FMOD's LFOs - Part 1
มุมมอง 5084 ปีที่แล้ว
With the release of FMOD 2 came a new feature of modulation by LFO. In this tutorial series I take only one audio asset, white noise, and use modulation techniques to make a random and adaptive wind event. The tutorials start off very simple and you can follow what I'm doing on your own screen. By the end you will have a fully adaptive FMOD event with a parameter to control the degree of windin...
The Baddest - When I Get Back (Strongroom)
มุมมอง 3945 ปีที่แล้ว
The recording we did at Strongroom Studios last month with a montage of videos and photos of our recent gig at Nambucca and the studio sessions.
Game Audio Showreel (2018)
มุมมอง 9926 ปีที่แล้ว
A 4 minute showreel of my best game sound design to date, showcasing a mixture of linear and interactive audio. Longer versions of these excerpts are available in other playlists in my channel. For playable builds of the games please visit my online portfolio: drive.google.com/open?id=0B7YFLguVEnPaRnRFOU83MnFJd0k
Sound Redesign: Dreadnought Trailer
มุมมอง 2206 ปีที่แล้ว
I redesigned all the sound for this game trailer, choosing to leave out music cues and dialogue so as to concentrate on raw audio design. I used a mixture of techniques, synthesis, resynthesis and heavy manipulation of sample library material. Mixed in Pro Tools. This is video is here for demonstration and self promotion purposes only. If anyone has any problems with its use here please let me ...
Vehicles & Engines Showreel: Game Sound Design
มุมมอง 2916 ปีที่แล้ว
A short reel to demonstrate a variety of vehicle engines that I have designed for games on different platforms. Using variations of Speed, RPM, Load and Tyre Speed to create adaptive parameters.
Weapons Showreel: Game Sound Design
มุมมอง 1496 ปีที่แล้ว
A short reel to demonstrate a variety of weapons I have designed for different games on different platforms.
Music for the Media Showreel
มุมมอง 646 ปีที่แล้ว
A 5 minute showreel to demonstrate the range of music composition and production that I have done in recent years. This includes music for adverts and some interactive game music.
Halloween UI Sound Design - Rain of Pumpkins
มุมมอง 2226 ปีที่แล้ว
I was tasked with designing all of the user interface sounds for this game. The main sound is from a xylophone sampler to give a boney effect, with other whistles, gongs and SFX to fill in the all the different UI sounds. I have added some Royalty Free Music from www.Bensound.com for aesthetic effect, just for this video.
User Interface Sound Design - AirStrike
มุมมอง 3476 ปีที่แล้ว
I designed all of the user interface sounds in the main menu and in-game menu. The music has been muted so that you can hear the details. The sounds came from a mixture of sources, all recorded in my home. These include: cutlery, door handles, door locks, stapler, my megaphone, and more...
Sound Redesign - Carl the Super Truck & Bulldozer
มุมมอง 786 ปีที่แล้ว
Sound Redesign - Carl the Super Truck & Bulldozer
Pixar's Lifted - Sound Redesign
มุมมอง 5K7 ปีที่แล้ว
Pixar's Lifted - Sound Redesign
Adaptive Spaceship Engine in FMOD - Tutorial
มุมมอง 2.7K7 ปีที่แล้ว
Adaptive Spaceship Engine in FMOD - Tutorial
Manguin Cutscene - Sound Design
มุมมอง 897 ปีที่แล้ว
Manguin Cutscene - Sound Design
UFPS SkyLine Sound Design - ScreenCap w/Commentary
มุมมอง 3157 ปีที่แล้ว
UFPS SkyLine Sound Design - ScreenCap w/Commentary
Hammer Demo - Enemy Dialogue System
มุมมอง 6257 ปีที่แล้ว
Hammer Demo - Enemy Dialogue System
Music & Sound Design Showreel (2016)
มุมมอง 2797 ปีที่แล้ว
Music & Sound Design Showreel (2016)
Hammer Demo - Adaptive Reverb System
มุมมอง 2777 ปีที่แล้ว
Hammer Demo - Adaptive Reverb System
Hammer Demo - The JetPack
มุมมอง 3897 ปีที่แล้ว
Hammer Demo - The JetPack
Hammer Demo - Ambience system
มุมมอง 1477 ปีที่แล้ว
Hammer Demo - Ambience system
Adaptive Engines in FMOD Demo - Part 1
มุมมอง 11K7 ปีที่แล้ว
Adaptive Engines in FMOD Demo - Part 1
Adaptive Engines in FMOD Demo - Part 3
มุมมอง 7K7 ปีที่แล้ว
Adaptive Engines in FMOD Demo - Part 3
Adaptive Engines in FMOD Demo - Part 2
มุมมอง 9K7 ปีที่แล้ว
Adaptive Engines in FMOD Demo - Part 2
Hammer 2 - Sound ReDesign - PlayThru Level 01
มุมมอง 1K7 ปีที่แล้ว
Hammer 2 - Sound ReDesign - PlayThru Level 01
Hammer 2 - Sound ReDesign - PlayThru Level 02
มุมมอง 907 ปีที่แล้ว
Hammer 2 - Sound ReDesign - PlayThru Level 02

ความคิดเห็น

  • @UollyMakkinsky
    @UollyMakkinsky หลายเดือนก่อน

    That's adorable! Will there be more videos about creating a 3d orchestra?

    • @rorywalker4770
      @rorywalker4770 หลายเดือนก่อน

      Thank you! I haven't intended on taking this further as it was just a one off experiment in spatial audio really. What is it you would like to see or hear?

    • @UollyMakkinsky
      @UollyMakkinsky หลายเดือนก่อน

      @@rorywalker4770 I want to write spatial music using a virtual stage(orchestra) like this. I noticed that no one writes music this way, which is sad for me. After all, music written in this way, gives a full sense of 3d space and sounds in it, and will be qualitatively heard native 3d music, da same not in expensive headphones. I want to learn more about how to make on the game engine such an orchestra, because I have not dealt with game engines

    • @rorywalker4770
      @rorywalker4770 หลายเดือนก่อน

      @@UollyMakkinsky But this was not composed for spatial audio, it is just an orchestral recording, with all of the mic positions faithfully implemented into a 3d space. This allows you to walk around the orchestra and hear things as the musicians or conductor would. If you were to do this with virtual instruments you would get something reasonbly close, but you wouldn't get the natural bleed from one section into another's microphone.

    • @UollyMakkinsky
      @UollyMakkinsky หลายเดือนก่อน

      @@rorywalker4770 What advice can you give on how to create 3D sound of a track, so that with closed eyes you can hear and feel both the location of the sound source and the distance to it? To make the scene feel large both in width and depth, and to position the sound sources accurately by ear.

    • @rorywalker4770
      @rorywalker4770 หลายเดือนก่อน

      @@UollyMakkinsky Nothing beats real acoustics, so if you can record in a nice room with a multiple microphone technique then you will get the greatest sense of realism. If you are faking it, then in terms of DAW it's about more than just panning, consider EQ over angles and distance, reverb parameters especially early reflections. If you mean within game engines and spatial audio, then it's about accurate placement of emitters, sound size/spread, and to some extent what spatial technonology you are using. There are a variety of contenders, eg Oculus, Resonance, DearVR, Atmoky, and newer tech tends to be more realistic than older tech.

  • @petroz5505
    @petroz5505 2 หลายเดือนก่อน

    This was extramally useful, especially the part about faking Load sound, I've spent a lot of time looking for the solution, and found it here. Thank You!

  • @SiestaUK
    @SiestaUK 7 หลายเดือนก่อน

    Great series. Thank you for making these!

    • @rorywalker4770
      @rorywalker4770 7 หลายเดือนก่อน

      Thanks! Let me know if you think there is something else I should create a tutorial for in FMOD.

  • @jamesmeustache7740
    @jamesmeustache7740 8 หลายเดือนก่อน

    Hey! I am trying to reproduce this in Wwise as the project I am working on uses it and I am wondering if your auto pitch setting are making a curve from 0 to a 100 rpm. In my Wwise project would that mean that I have to tune the samples at a 100RPM and at 0 and let the natural cuve between these 2 points happen to have the correct settings?

    • @rorywalker4770
      @rorywalker4770 8 หลายเดือนก่อน

      The really low RPMs is probably the most difficult part, since car engines have a minimim RPM, there is no such thing as zero. I find it best to crossfade into a looping sample of an idle engine, which is not affected by autopitch.

  • @oddeven702
    @oddeven702 ปีที่แล้ว

    Subscribed. Very straightfoward explanation and a good voice too, keep up the good work!

    • @rorywalker4770
      @rorywalker4770 ปีที่แล้ว

      Thanks that’s very kind. It has been a while since I made a tutorial video. Any requests?

  • @fleipola
    @fleipola ปีที่แล้ว

    thanks from brazil!

  • @matthijsblomjous3671
    @matthijsblomjous3671 ปีที่แล้ว

    Great tutorial, helped me a lot! One question though, I'm quite new to FMOD and I was wondering if, instead of duplicating the audio sample across tracks, there's possibility within FMOD to set up a bus structure where the other effects like the howling and the low freq rumbling. So maybe the Main layer gets sent to 2 different Aux tracks where those other effects are applied? I assume this would save on at least a bit of memory since you're working off of 1 sample, instead of 3 duplicates. I have no idea if this is possible but it was just a thought haha. Cheers!

    • @rorywalker4770
      @rorywalker4770 ปีที่แล้ว

      Yes you can send one track to multiple other audio tracks. However it would incur the same number of voices, still processing a mono or stereo audio stream. Makes little difference

    • @matthijsblomjous3671
      @matthijsblomjous3671 ปีที่แล้ว

      @@rorywalker4770 aaah right, thanks for your reply!

  • @DarkSession6208
    @DarkSession6208 ปีที่แล้ว

    What about copyright, are the assets you used copyright free?

    • @rorywalker4770
      @rorywalker4770 ปีที่แล้ว

      This video is for educational purposes, I make no claims about copyright. I was demonstrating how you could use your own engine recordings to make your own loops, or you can rely on professionally recorded samples which you can buy from libraries. If you intend to use your sounds professionally then of course you need to make sure that your sources are legal.

  • @jussi81
    @jussi81 2 ปีที่แล้ว

    Very helpful video series! I wonder if iZotope RX4 have somekind of ability to find perfect positions where to cut the sample so it doesn't "click"? I use Audacity and when I try to find positions for a loop they always click or don't fit, even when the RPM is steady. I need to zoom in and try to do all kind of magic by cutting some milliseconds, reverse same sample after original, etc. I was very surpriced you just chose the positions in this video without zooming in and they sound good!? :D

    • @rorywalker4770
      @rorywalker4770 2 ปีที่แล้ว

      Thanks! You can certainly get editors (incl RX) to find zero crossing points, but that doesn't always work in stereo. You may have to a 1 sample sized fade out/in.

  • @Nullscr1pt
    @Nullscr1pt 2 ปีที่แล้ว

    Just got into FMOD and Unity and am making a spaceship. This was very informative. Thanks for your contribution to the sound design community!

    • @rorywalker4770
      @rorywalker4770 2 ปีที่แล้ว

      That's awesome! I would love to hear/see your spaceship when it is ready.

  • @mohammadaminhosseinniya7849
    @mohammadaminhosseinniya7849 2 ปีที่แล้ว

    Thank you! Where can I download the assets from?

    • @rorywalker4770
      @rorywalker4770 2 ปีที่แล้ว

      They’re not available for download. Thanks

  • @chervinsky
    @chervinsky 2 ปีที่แล้ว

    Just a few questions: how if we have a few gears which are changing for example at 3600 rpm? The whole system is based on RPM parameter between 0 and 100. For example, if I gonna create an RPM parameter with value max 3600 and each gear is shifting at the same value (3600) then the only solution is to create an other parameter separately for a "gear" which gonna be "a global one" and then use there nested events including RPM parameter to each one gear to simulate it in the best way. Do you have other solutions?

    • @rorywalker4770
      @rorywalker4770 2 ปีที่แล้ว

      Ignore the numbers in my demo as it is theoretical. Most programmers like to use parameters between 0 and 1, or the percentile range. But clearly for a realistic engine real RPM numbers would better reflect the different cars that you might drive. Your idea for gears on a separate parameter sounds useful and elegant. Try it. I’ve done gear shifting but purely for sound reasons, never for actual realistic engine behaviour.

  • @nabilmhamad9289
    @nabilmhamad9289 2 ปีที่แล้ว

    Great, thank you very much 💚

  • @kappabravomusic2101
    @kappabravomusic2101 2 ปีที่แล้ว

    I really really liked how you've created the "rays" of sound reflections, proper acoustics ;) Need to learn how to do this staff with FMOD/ Unity. I'm very green with audio programming techniques.

  • @stanisawp7758
    @stanisawp7758 2 ปีที่แล้ว

    I really like it

  • @BrooksAudio
    @BrooksAudio 2 ปีที่แล้ว

    Thanks for this, very useful :)

  • @av27records-broduo75
    @av27records-broduo75 2 ปีที่แล้ว

    How to implement this in to unreal?

    • @rorywalker4770
      @rorywalker4770 2 ปีที่แล้ว

      You would need to install FMOD into Unreal and make sure your car engine is sending RPM and Load values as a parameter values into FMOD.

  • @Croccolucho
    @Croccolucho 2 ปีที่แล้ว

    Oh man thank you so much for this!

  • @gaming4K
    @gaming4K 2 ปีที่แล้ว

    Hi. Anyone knows how can i export it to unreal engine?

    • @rorywalker4770
      @rorywalker4770 2 ปีที่แล้ว

      You can’t export it but you can integrate Fmod into Unreal.

  • @Solcius123123
    @Solcius123123 3 ปีที่แล้ว

    Great video

  • @GeoffLiMusic
    @GeoffLiMusic 3 ปีที่แล้ว

    This is the most comprehensive tutorial series I've come across for this thing so far. Many thanks, my guy 🙏

  • @AdelHaiba78
    @AdelHaiba78 3 ปีที่แล้ว

    Hello Sir, I would like to ask if there is any possibility of making some tutorials for X-Plane 11 FMOD sounds?

    • @rorywalker4770
      @rorywalker4770 2 ปีที่แล้ว

      Do you mean realistic planes rather than spaceships? I have done a tutorial system on realistic cars, I think most of the lessons would be the same.

  • @tiedyedproject
    @tiedyedproject 3 ปีที่แล้ว

    Thanks for sharing your knowledge!

  • @ahmadsy1000
    @ahmadsy1000 3 ปีที่แล้ว

    Hey! Looks like impossible to use "Engine Designer" parameters (Load, RPM) in Game Engines (ue4, unity). What you can advise?

    • @rorywalker4770
      @rorywalker4770 3 ปีที่แล้ว

      Why is it impossible? It depends on the car design and how the programmer has set it up, often the engine is simplified to a Speed parameter.

  • @Leniaal
    @Leniaal 3 ปีที่แล้ว

    by FAR the best tutorial on the topic, very helpful. Thanks for making it.

  • @andrewfell42
    @andrewfell42 3 ปีที่แล้ว

    Good tutorial video....well presented

    • @rorywalker4770
      @rorywalker4770 3 ปีที่แล้ว

      Thanks Andrew! I haven’t done a new tutorial in a while. Any suggestions of a good topic to cover?

    • @andrewfell42
      @andrewfell42 3 ปีที่แล้ว

      @@rorywalker4770 Just got into FMOD for uni work doing a racing game idea all sounds tho ...no action again thanks

    • @Leniaal
      @Leniaal 3 ปีที่แล้ว

      @@rorywalker4770 Hi Rory, if you are still taking suggestions. I'd be very interested in a proper way of simulating other sounds cars generate. So for example the punching through the wind and tires on different surfaces. I find it a real struggle to make cars sound good, especially when they come passing by.

  • @ajryangameaudio
    @ajryangameaudio 3 ปีที่แล้ว

    This is awesome Rory, thanks so much - love how you use RX so effectively, and the reverse trick for a seamless loop is amazing, I've never seen that before!

    • @rorywalker4770
      @rorywalker4770 3 ปีที่แล้ว

      Thanks Andrew. I glad you enjoyed it.

  • @BlueGooGames
    @BlueGooGames 3 ปีที่แล้ว

    This is excellent! So smart how you added the warning sound right into the spaceship engine sound. I had some trouble understanding the stuttering on low health but i loved it and will try to recreate something simpler but similar for our 2D game Space Chef :)

  • @HeleneVogelsinger
    @HeleneVogelsinger 3 ปีที่แล้ว

    Great demonstration, thanks for sharing : )

  • @halfkrack9486
    @halfkrack9486 4 ปีที่แล้ว

    what version of fmod are u using ?

    • @rorywalker4770
      @rorywalker4770 4 ปีที่แล้ว

      That’s fmod 1, not sure which decimal. In FMOD 2 all the features are still there. Fmod 2.1 will look a little different.

    • @halfkrack9486
      @halfkrack9486 4 ปีที่แล้ว

      @@rorywalker4770 Thanks much for the help bro. Appreciate it.

  • @kevinfrieden7929
    @kevinfrieden7929 4 ปีที่แล้ว

    Thanks so much, that was a great example for implementing an adaptive engine :)

    • @rorywalker4770
      @rorywalker4770 4 ปีที่แล้ว

      Thanks! Seems like a long time ago now but still relevant to people.

    • @kevinfrieden7929
      @kevinfrieden7929 4 ปีที่แล้ว

      @@rorywalker4770 haha yes it is, this wednesday we have a big enough sound design for games assignment due for college and this helped loads so.. 🤝

  • @ZeroesandOnes
    @ZeroesandOnes 4 ปีที่แล้ว

    Awesome, enjoying all of these videos!

    • @rorywalker4770
      @rorywalker4770 4 ปีที่แล้ว

      Thanks!

    • @ZeroesandOnes
      @ZeroesandOnes 4 ปีที่แล้ว

      @@rorywalker4770 Think we started PB at the same time btw

    • @rorywalker4770
      @rorywalker4770 4 ปีที่แล้ว

      @@ZeroesandOnes I started teaching there just over a year ago. Never studied at PB...

    • @ZeroesandOnes
      @ZeroesandOnes 4 ปีที่แล้ว

      @@rorywalker4770 Yes me too :)

    • @rorywalker4770
      @rorywalker4770 4 ปีที่แล้ว

      Oh good! I cant recognise you from your photo.

  • @anandprakash4437
    @anandprakash4437 4 ปีที่แล้ว

    Hi bro nice tutorial I require one help I want to simulate engine sound for my omsi 2 game th-cam.com/video/h_vlm6KeOzU/w-d-xo.html can you help me bro

  • @nullpointer1
    @nullpointer1 4 ปีที่แล้ว

    Thanks for this! A newbie question... when I grab a section of sound and export it as .wav. (I used Audacity) Looped playback has a distinct crackling at the start of each loop. Is this likely a playback problem or a mistake in selecting the sample? The file is here drive.google.com/file/d/1gZ1Nj16KAq6L7Z7kItq3yVeLaddRU9w5/view?usp=sharing Edit, I tried your trick of duplicating and reversing a section, but that has the same problem - crackling on playback. That file is here: drive.google.com/file/d/1QFO52JdYoipX_FxyVkNSWw1wSBOM8I-I/view?usp=sharing Any help appreciated.

  • @sergemo4607
    @sergemo4607 5 ปีที่แล้ว

    Aaah! Amazing! I have been looking for this. Thanks a lot.

  • @owencoopersfx
    @owencoopersfx 5 ปีที่แล้ว

    The distortion and eq on the master fader is a really nice touch to glue everything together. Thanks so much for this tutorial. I’ve been looking for a tutorial like this for months... dunno why I couldn’t find it until now.

    • @rorywalker4770
      @rorywalker4770 5 ปีที่แล้ว

      Thanks for your comment I’m glad it was helpful. I have some new tutorials coming using FMOD 2’s new features.

  • @owencoopersfx
    @owencoopersfx 5 ปีที่แล้ว

    5:40 “Up there it sounds like a spaceship.” 😆 Thanks for this tutorial. I’m working on a game with cars right now and making good engine sounds is quite a task, so this is very helpful.

  • @RandomGuyyy
    @RandomGuyyy 5 ปีที่แล้ว

    This was great, thanks for doing this tutorial

  • @darkeco
    @darkeco 5 ปีที่แล้ว

    Brilliant video! I made the stupid mistake of pitching my samples in tune with each other in my DAW so they could all follow the same pitch ramp in FMOD. Of course, bouncing out pre-tuned files made them sound a lot thinner when it came to pitching in FMOD later. On thing that i had to do that wasn't mentioned here was set the audio file's polyphony to 1, otherwise the file would play over itself if it was retriggered.

  • @NihilQuest
    @NihilQuest 5 ปีที่แล้ว

    Thanks for the video, very interesting.

    • @rorywalker4770
      @rorywalker4770 5 ปีที่แล้ว

      Thanks for watching and commenting!

  • @k20kdog
    @k20kdog 6 ปีที่แล้ว

    this has been really helpful i have questions first , how long should a loop be like 10 seconds or so im trying to make car sound for assetto corsa and am having trouble getting it to loop properly so i think it may be my sounds are too short is there a way to slow down my loops i make , i may just get the same audio editor u do because i cant see where the sound really changes with what im currently using

  • @dirk3494
    @dirk3494 6 ปีที่แล้ว

    This is genuinely amazing and super helpful, thank you!

    • @rorywalker4770
      @rorywalker4770 6 ปีที่แล้ว

      Thanks, I'm glad you got something out of it.

  • @Creeperboy099
    @Creeperboy099 6 ปีที่แล้ว

    I took a try at this tutorial and I managed to simulate a Honda F series engine (accord,) complete with VTEC.

    • @rorywalker4770
      @rorywalker4770 6 ปีที่แล้ว

      Great! I would be interested to hear how VTEC changes your model. Does it just allow for extended high RPM?

    • @Creeperboy099
      @Creeperboy099 6 ปีที่แล้ว

      Rory Walker Vtec is a form of variable valve lift and timing. To get the effect, I increased the distortion and volume of the final rpm clip with a sudden fade from the previous clip.

  • @xcryosonx
    @xcryosonx 6 ปีที่แล้ว

    Fantastic video - I also agree there seems to be a lack of engine stuff in terms of video tutorials, thank you so much for putting this up, a lot of this kind of thing I had to figure out on my own before!

  • @JacobJAlmondTPAG
    @JacobJAlmondTPAG 6 ปีที่แล้ว

    Hi Rory thanks so much for this series! Exactly what I needed. :) Actually one of the biggest take-aways for me from the series was simply to use RX to edit the source files! Being able to see the harmonics during editing is SO useful. Thanks again.

    • @JacobJAlmondTPAG
      @JacobJAlmondTPAG 6 ปีที่แล้ว

      One thing I was wondering - have you ever needed to calculate the RPM of the engine based on its pitch? Simply multiplying the frequency of the sample (in Hz) by 60 seems to give an approximate estimation. Do you know of any more accurate way though? Thanks.

    • @rorywalker4770
      @rorywalker4770 6 ปีที่แล้ว

      Thanks for your nice comment, I'm glad it was useful to you.

    • @rorywalker4770
      @rorywalker4770 6 ปีที่แล้ว

      Pitch frequency is in cycles per second and engines are in cycles per minute, so your calculation makes sense! The problem is that the perceived pitch of an engine will not only depend on the RPM but also the number of firing cylinders or valves (I am NO mechanic, someone please correct me!). What I mean is that if an engine makes two noises per revolution, then the perceived pitch will be an octave higher than if it makes 1 noise per revolution, etc.

  • @edemonth2009
    @edemonth2009 6 ปีที่แล้ว

    Very usefull thanks

  • @rorywalker4770
    @rorywalker4770 6 ปีที่แล้ว

    Thanks Ederson, I'm pleased that it is useful!

  • @edemonth2009
    @edemonth2009 6 ปีที่แล้ว

    Man... Thank you.. I really learn a lot.. Its all that i looking for.. Thank you man

  • @lastkeymusic
    @lastkeymusic 6 ปีที่แล้ว

    This sounds amazin rory!

  • @Pandemius
    @Pandemius 7 ปีที่แล้ว

    Thank you very much for tutorial! Official page where you guys can download SFX Libraries sonniss.com/gameaudiogdc2016 sonniss.com/gameaudiogdc2017