How to make engine sound loop for games [ Tutorial ]
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- เผยแพร่เมื่อ 25 ส.ค. 2024
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★Programs used:
Audacity
Unity 2018.4 LTE
★ Play my free games:
www.pacogames....
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How to make videogame open world map in Unity 3D
I can't believe the final sound in the Unity is from the audicity. That's totally clean than the distortion one in Audicity.
DO YOU KNOW DYNO TESTS ?
How TF did I forget about Paul Stretch!!?? Genius man, this is gonna help a lot with game development
i found the man who made all my childhood games...
I'm flattered
Looks like it will be faster to create a layered and bit distorted pad in some modern VSTi . But it works good, yeah.
Thanks man now my ae86 is gonna sound a whole lot better in roblox now
Roblox?
nice
ac6 gang
@@PLK123 a-men
Nahhh bozo a kid 🤓
I'm just going to use my voice to make a car sound, just for sh*ts and giggles.
how did you implement it in the game, make a tutorial please
and you adjusting the pitch in unity?
man since i saw this vid ur games tho super cool and i've been playing it when im bored my fav is da Evo-F5 and derby crash
That is really helpful, thank you so much!
Good job
Perfect 👌
but i want to make my car sound like an f1 v10 but with all the different angles causing the sound to change
can i get the audio files
You are very talented
Wtf hes only using one sample im using 50 haha
my sound is coming like the car is running inside a tunnel
Thank you
Bel tutorial 👍. Cercavo un modo per fare il sound per delle nuove auto su Re-Volt
You're clipping the output in audacity.
It sounds like a Tron bike.
YES
OMG, What did you do with the EQ? 😂😂😂
If i make sound effects for my car game, from any youtube video. will the Copyright issues come??
No, there are no copyrights for parts of engine sounds.
@@CiorbynStudio Thank-you for your Time
And the most interest question is how did you implement this sound to the Unity engine?)
Each game has its own sound management system. Once you have created various engine idles, simply insert them into your script which will manage the pitch based on the engine rpm. However, if you want a collection of already made sounds I recommend you visit my patreon page. www.patreon.com/posts/idle-engine-1-100278774
This is what i needed @@CiorbynStudio
Asetto corsa aah sounds
is that evo-f6? I have no idea what is this game name?
Can i play the game?
Thanks :)
Thanks!
bro when this game is coming out.. i play LL YOUR GAMES AND I LIKE THE EVO F2 MOST plz add a city in new coming game
Please kindly make a sound loop of muscle car or dodge challenger or mustang ❤
Nice bro
That games for mobile ?
New subscriber :)
a 488 pista dyno tests ?
super video , please share how car damage system 👍
I will, it just takes me a little longer for that. 😉
@@CiorbynStudio please share it quickly 👍.
Ciorbyn Studio Do You Make Evo-F5 Games On Crazy Games And PacoGames
Of course, as always.
I Click You Bell Subscribers
thx
And where is the unity code?
How much is the source code for this game?
what car controller do you use ?
In this video for simplicity I used the keyboard, but in the game the joypad and the steering wheel are already active.
@@CiorbynStudio I think he is asking scripting..
@@CiorbynStudio How would a game dev think car controller means that LMAO
tried to do this on a cat engine, i got light headed from how awful it sounded..... boy i feel awful from hearing it
U just Updated the Evo F4
Where learn car controller that . can that tell me ?
Here is a simple one to get you started:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class AxleInfo {
public WheelCollider leftWheel;
public WheelCollider rightWheel;
public bool motor;
public bool steering;
}
public class SimpleCarController : MonoBehaviour {
public List axleInfos;
public float maxMotorTorque;
public float maxSteeringAngle;
// finds the corresponding visual wheel
// correctly applies the transform
public void ApplyLocalPositionToVisuals(WheelCollider collider)
{
if (collider.transform.childCount == 0) {
return;
}
Transform visualWheel = collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(out position, out rotation);
visualWheel.transform.position = position;
visualWheel.transform.rotation = rotation;
}
public void FixedUpdate()
{
float motor = maxMotorTorque * Input.GetAxis("Vertical");
float steering = maxSteeringAngle * Input.GetAxis("Horizontal");
foreach (AxleInfo axleInfo in axleInfos) {
if (axleInfo.steering) {
axleInfo.leftWheel.steerAngle = steering;
axleInfo.rightWheel.steerAngle = steering;
}
if (axleInfo.motor) {
axleInfo.leftWheel.motorTorque = motor;
axleInfo.rightWheel.motorTorque = motor;
}
ApplyLocalPositionToVisuals(axleInfo.leftWheel);
ApplyLocalPositionToVisuals(axleInfo.rightWheel);
}
}
}
Instructions:
1. First, create an empty game object and name it whatever you want. This object will be the root object of the car (which is where the car controller script will go).
2. Import your Vehicle 3D model into Unity and place it in the scene as a child of the empty game object you create earlier. If your model game with wheels attached you will need to remove them. (We will add these back later).
3. Create another empty game object and name it "Wheels" (without the quotes). This will be the root object for all of your wheels.
4. Duplicate the 'Wheels' game object and rename it to something like "frontLeft". Move it as a child object of the 'Wheels' Object.
5. Reposition this 'frontLeft' object to match the correct location that the tire/wheel would be located on the car.
6. Add a Wheel Collider Component to 'frontLeft'. The default values are okay for now.
7. Duplicate 'frontLeft' three times and position them at the other tire/wheel locations. And name them accordingly.
8. Add the tire mesh as a child of the 'frontLeft', 'frontRight', 'rearLeft', 'rearRight' game objects.
9. Resize the wheel collider to match the size of the mesh.
10. Attach the above script to the first object we created (the car root object/parent object).
Your car should be able to drive around now and the wheel mesh should be rotating normally. You can adjust the wheel collider and car controller settings for different vehicles. Don't forget to assign all required fields for the script; this includes two axels (change the axel amount to '2'), the two front wheel colliders go to the first axle; the two rear wheel colliders to the rear axle; Select the first axel as having 'steering' enabled; then the 'motor' bool will determine which axle is powered by the engine. For Front Wheel Drive check 'motor' on the first axle; for Rear Wheel Drive check 'motor' on the second axle; finally, for Four Wheel Drive check 'motor' for all axles. Motor Torque is how much toque the engine transfers to the axle (it's what makes the car move (400 is a good start)) and the steering angle is how far the 'steering' tires will rotate when the player turns the vehicle (30 or 45 is a good start).
I hope this helps. Oh and I almost forgot to change the location of the center of mass (to prevent the car from rolling) add:
public Vector3 com;
public Rigidbody rb;
void Start()
{
rb = GetComponent();
rb.centerOfMass = com;
}
below "public float maxSteeringAngle;
" Values depend on your vehicle and it's collider. But will need to be assigned through the inspector manually.
Did you have a stroke?
@@cptray-steam Hey, do you think you could make a video on this? I want to make sure I do this properly and make sure I get the same results.
why so low quality in final in all videos on youtube. Big work for u, yes. But sorry final result very far to reality
This video refers to a webgl game and could not be of higher quality as my gamers have very low and dated PCs.
In my channel you will also find realistic rendering videos. This didn't have that purpose.
th-cam.com/video/WfD2MU1J7TU/w-d-xo.html
Ahoj, vy jste z česka?
DODE ETA SE JUEGO
add sound brake truck
They are already there, don't they feel in the game?
@@CiorbynStudio i need you add I mean you will add that you will see night and day
Can you legally use this sound in a published game?
Yes
On max rpm sound good. But on the 1000-4000 sounds like all trash games. I am studying the question of how to get rid of it.
BlackBox rip
Does this works with BeamNG?
Yes, I think.
carrega o jogo desgrasa mi yuo br
unrealistic
oi ciorbyn
bad sound
Agreed mine are better lol