Adaptive Engines in FMOD Demo - Part 2
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- A video tutorial of how to build a simple adaptive vehicle engine in FMOD. The tutorial covers:
- how to edit engine samples for an RPM parameter
- making perfect loops for FMOD
- setting up an FMOD event for an engine
- tuning the engine loops to work with Autopitch
- adding an idle engine sound
- final processing options
- adding a Load parameter
- using FMOD's Engine Designer script
Let me know if you have any comments or suggestions for future tutorials.
by FAR the best tutorial on the topic, very helpful. Thanks for making it.
Thanks!
This is genuinely amazing and super helpful, thank you!
Thanks, I'm glad you got something out of it.
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.
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.
Oh man thank you so much for this!
This was great, thanks for doing this tutorial
Great video
Thanks for this, very useful :)
Thanks!
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?
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.