Summary: Velocity to pitch, velocity crossfades, faking gears with pitch, tire layers, skids, additional layers
Project: DemoCh10Vehicles01 Level: FlyingSaucer01
Simulation of vehicle sounds can be very challenging since they are hugely complex systems made of many separate sound sources, each reacting in a different way to the driver input and other physics states on the vehicle. Although we might typically associate vehicle systems with a car or motorbike, these principles are equally applicable to vehicles such as skateboards or jet skis, or indeed any other sound that has a complex relationship with in-game variables.
Open the Level FlyingSaucer01 and Play the game. Fly the vehicle: ...