Good question, and very relatable! But think about it this way: In a circle, 0 and 360° are basically the same position. If you do it in three steps of 120°, your third step will be at 360°, meaning simply overlap with 0° :)
@@LAxemann Actually no, you are missing an ignition at 240°. You would have a cylinder firing at 0°, 120° and 240°. The fourth (which is non existing thus the first again) cylinder will then fire 360° = 0°.
@@Schatzjaeger2 Haha, that's a good catch and totally correct! :D (Btw, I think those uneven spacings can sometimes sound almost a bit more natural as they can mimic the unevenness of mechanical noises quite well at times. :))
I just bought the pack, and landed here from the documentation PDF. This is insane man. I love the mindset of sharing the knowledge and not gatekeeping, as you state in the manual's introduction. Great work! I'm a fan
This is SO COOL. I’ve loved synthesizing “engine sounds” for a while but hadn’t really thought about using pulse waves, even though it seems obvious in hindsight sight. I’ve used percussion samples triggered up to audio rate offset from each other but this approach is really cool. Phase plant is amazing.
:O I`ve wondered so many times how this is done! This "trick" with the set of slew limiters is just genius. The rpm is actually spread between the two of them. The first one simulates the sound from idle (should be no less that 1000rpm actually) to about 4000 rpm and the second one adds a small amount of pitch in a different ration in relation to the movement of the Macro knob thus imitating the longer time it would take a car to reach the top of the rpm - usually around 7 and 8k rpm. For different vehicles I guess the ration for both of these must be set accordingly cz different cars take different time to accelerate. This process also hints at how the sound for turbos/superchargers and exhaust is controlled. I assume if someone wanted to simulate a certain engine it would be best if the convolution reverbs are loaded with recordings of said engine no? Either way this video is more than appreciated. btw the for noise oscillator soundwave looks like an animation representing the motion of the crankshaft :O
Insane ! Had the same idea but for a rocket engin and made it in vital. Happy to see I'm not the only one mad enought to put some squarewave modulation into motor sound :))
Thank you so much for this video! I just got Phaseplant myself and am interested particularly on this type of sound design so this video really gets me started. Much appreciated!
my man, love ur approach learned so much from this video and from rebuilding it inside phaseplant!! thx for putting it out there!! grüssse ausm norden :)
Ich nehme an, dass du deutsch sprichst. Frage: du hast die beiden anderen Sounds (Zylinder) um -90 und -180° gedreht und wenn ich es richtig verstanden habe, gesagt, dass das jeweils 6 Halbtonschritte nach oben und unten sind. Wie sieht es bei einem V8 aus? Sind das dann 8 Halbtonschritte? Und wie oft wiederholen die sich dann pro Sekunde? In english: Question: You rotated the other two sounds (cylinders) by -90 and -180° and, if I understood correctly, you said that these are 6 semitone steps up and down. What about a V8? Are those 8 semitones then? And how many times do they repeat themselves per second?
@@LAxemann Damit kann ich leider nichts anfangen. Ich hatte nur gehört, dass zwei neue Töne hinzugekommen sind, und dachte, dass du mir sagen könntest welche es sind.
Thank you so much. This is amazing!! I'm working on a redesign that needs some engines sounds and yt recommends this to me! Tutorials like this help me understand phase plant better. Can you do a tutorial of a tire squeal in phase plant?
Hola! A slew limiter is a slew limiter, and in this case an integral part. I guess the only other way is it to draw in the acceleration curves by hand in the DAW directly
let me introduce you to AngeTheGreat (www.youtube.com/@angethegreat). he is basically working on the same thing you are with sound but in a different way. both of you are doing something novel with games that i believe has never been done before and i want to encourage both your works. the concept i see happening is generative sound and i imagine one day, we create something in the virtual world that is made of some unreal substance and shape and with your technologies, we can hear what it sounds like in the real world without having to synthesize sounds that are recorded in the real world and may not match with what the object is in that virtual world. said another way, we could hear what dinosaurs actually sound like rather than taking a lion and tweaking its voice into something artificial. EDIT: just saw you already talked to him...still interested in what you all come up with together.
Hey there! Oh, I know him and actually credit him both at the end of the video and within my newest product's user guide. :) His first engine simulator showed me the importance of convolution in the synthesis! And yes, very much looking forward to what procedural audio can bring in the future!
Am I wrong or should the cylinders be out of phase by 120° when you have three cylinders?
Good question, and very relatable!
But think about it this way:
In a circle, 0 and 360° are basically the same position.
If you do it in three steps of 120°, your third step will be at 360°, meaning simply overlap with 0° :)
@@LAxemann Actually no, you are missing an ignition at 240°. You would have a cylinder firing at 0°, 120° and 240°. The fourth (which is non existing thus the first again) cylinder will then fire 360° = 0°.
The way it is shown in the video is 0°, 90°, 180° and nothing at 270° which makes it an inline four with broken cylinder 4. :D
@@Schatzjaeger2 Haha, that's a good catch and totally correct! :D
(Btw, I think those uneven spacings can sometimes sound almost a bit more natural as they can mimic the unevenness of mechanical noises quite well at times. :))
@@LAxemann Yes, you definitely need some randomness. Otherwise it just sounds like a robotic sawtooth wave. 👍
Incredible! We all feel a lot brainier in KHS HQ after watching this. Thanks! 🥰
Then we go full circle, because my brainyness has gone up a lot ever since I got to use Phase Plant!
Appreciate you guys ♥
@@LAxemann ⚡🧠⚡
@@Kilohearts @LAxermann should totally collab on an SFX preset pack "Kilo-Engine-Hearts" for anything moving. MechWarrior, Car, Truck, Spacecraft + something electronic. 😁
I just bought the pack, and landed here from the documentation PDF. This is insane man. I love the mindset of sharing the knowledge and not gatekeeping, as you state in the manual's introduction. Great work! I'm a fan
Thanks so much, good sir! :)
This is SO COOL. I’ve loved synthesizing “engine sounds” for a while but hadn’t really thought about using pulse waves, even though it seems obvious in hindsight sight. I’ve used percussion samples triggered up to audio rate offset from each other but this approach is really cool. Phase plant is amazing.
:O I`ve wondered so many times how this is done! This "trick" with the set of slew limiters is just genius. The rpm is actually spread between the two of them. The first one simulates the sound from idle (should be no less that 1000rpm actually) to about 4000 rpm and the second one adds a small amount of pitch in a different ration in relation to the movement of the Macro knob thus imitating the longer time it would take a car to reach the top of the rpm - usually around 7 and 8k rpm. For different vehicles I guess the ration for both of these must be set accordingly cz different cars take different time to accelerate. This process also hints at how the sound for turbos/superchargers and exhaust is controlled. I assume if someone wanted to simulate a certain engine it would be best if the convolution reverbs are loaded with recordings of said engine no? Either way this video is more than appreciated.
btw the for noise oscillator soundwave looks like an animation representing the motion of the crankshaft :O
And here I used the last cell of my brain thanks ❤
Insane ! Had the same idea but for a rocket engin and made it in vital. Happy to see I'm not the only one mad enought to put some squarewave modulation into motor sound :))
Hah! Videos or it didn't happen! :D
Thank you so much for this video! I just got Phaseplant myself and am interested particularly on this type of sound design so this video really gets me started. Much appreciated!
Glad to hear! :)
Thank you for sharing, How would you implement gear shifting
This is some next level stuff here
my man, love ur approach learned so much from this video and from rebuilding it inside phaseplant!! thx for putting it out there!! grüssse ausm norden :)
Wow! This is a DOPE bank and an even more kickass tutorial! Thank you!
Thank you so much for the new knowledge in my mind! It's truly valuable to me and opens up new horizons.Wishing you all the best!
this was actually incredible man, good job!
Thank you, broski! :)
For some reason I cannot get the throttle knob to play the audio sample player in phase plant how exactly do I do that?
this was fun learning this for explaining so well
Thanks for the tutorial! This has been very enlightening
that is insane, thank you!
Ich nehme an, dass du deutsch sprichst. Frage: du hast die beiden anderen Sounds (Zylinder) um -90 und -180° gedreht und wenn ich es richtig verstanden habe, gesagt, dass das jeweils 6 Halbtonschritte nach oben und unten sind. Wie sieht es bei einem V8 aus? Sind das dann 8 Halbtonschritte? Und wie oft wiederholen die sich dann pro Sekunde?
In english:
Question: You rotated the other two sounds (cylinders) by -90 and -180° and, if I understood correctly, you said that these are 6 semitone steps up and down. What about a V8? Are those 8 semitones then? And how many times do they repeat themselves per second?
Hola Carsten, die Drehung der Phase hängt nicht mit Halbtönen zusammen. Es ist lediglich... Nunja, die Drehung der Phase. :)
@@LAxemann Damit kann ich leider nichts anfangen. Ich hatte nur gehört, dass zwei neue Töne hinzugekommen sind, und dachte, dass du mir sagen könntest welche es sind.
Thanks for a great tutorial Leon!
This is amazing, thanks so much for sharing!
Thank you so much. This is amazing!! I'm working on a redesign that needs some engines sounds and yt recommends this to me! Tutorials like this help me understand phase plant better. Can you do a tutorial of a tire squeal in phase plant?
Thanks for tutorial! Can you please tell me what I can replace the slew limiter with? 🙏🙏🙏
Hola! A slew limiter is a slew limiter, and in this case an integral part. I guess the only other way is it to draw in the acceleration curves by hand in the DAW directly
Next level stuff as always my dude! 🔥
Amazing
Amazing. Thanks for sharing knowledge
NICE ONE
❤
The architecture is amazing well done! but the overall sound lacks the punch and meat of a motorcycle
Booooom!!!!! 🤘🤘🤘🤘🤘🤘🤘🤘 Nice one mate
Neat^^
man i'm pissed V10 emulation is fucking impossible (would love tips if u guys know any)
let me introduce you to AngeTheGreat (www.youtube.com/@angethegreat). he is basically working on the same thing you are with sound but in a different way. both of you are doing something novel with games that i believe has never been done before and i want to encourage both your works. the concept i see happening is generative sound and i imagine one day, we create something in the virtual world that is made of some unreal substance and shape and with your technologies, we can hear what it sounds like in the real world without having to synthesize sounds that are recorded in the real world and may not match with what the object is in that virtual world. said another way, we could hear what dinosaurs actually sound like rather than taking a lion and tweaking its voice into something artificial. EDIT: just saw you already talked to him...still interested in what you all come up with together.
Hey there!
Oh, I know him and actually credit him both at the end of the video and within my newest product's user guide. :)
His first engine simulator showed me the importance of convolution in the synthesis!
And yes, very much looking forward to what procedural audio can bring in the future!