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by kmnt 3365 days ago
I've been struggling to synthesize satisfying engine sound and tire squeal for a game, my best efforts sound like an engine that runs on soap bubbles. I think the cutting edge solution involves harmonic analysis of samples to find or make smooth looping points within the engine cycles. Crankcase audio has some tool that does this https://www.youtube.com/watch?v=kpeJdErx5b4 . Way too expensive for me though.
1 comments

Physical modeling / waveguides / etc. might be one way to go here.

As an example: Andy Farnell's "Designing Sound" (https://mitpress.mit.edu/books/designing-sound) describes some physical modeling techniques for engines. (The model is referenced in this paper: http://www.academia.edu/14107512/Physically_informed_car_eng... which tries to improve on the model and also might contain some additional ideas).

I took a listen at the engine sample from Andy's PureData code page (http://aspress.co.uk/sd/practical22.html). The second half (where the engine was revving and accelerating) sounded pretty good to me! It might need some combination with samples, though, the idling portion kind of sounded off...

This is really cool, modeling the process instead of relying on samples is a really appealing solution. The first engine sounded like atari pole position to me but the second 4 stroke model is pretty amazing. I guess the added complexity makes the engine sound more appealing.