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Asked: April 6, 20252025-04-06T02:14:21+05:30 2025-04-06T02:14:21+05:30

What methods can I use to implement engine sounds in racing games on weak systems without relying on FMOD?

anonymous user

I’ve been diving deep into sound design for racing games, and I’m facing a bit of a dilemma. I’m trying to figure out how to implement engine sounds effectively on weaker systems, but without using FMOD or any fancy sound libraries that might just bog things down. You know how the sound quality in games like Need for Speed on the PS1 and PS2 can actually sound decent despite the hardware limitations? That’s the kind of performance I’m aiming for.

Back in the day with systems like the SNES, engine sounds weren’t a huge challenge because the hardware DSP could handle pitch changes smoothly with just a few short samples. But now, with modern systems, I’m feeling stuck. The common approaches, like recording engine sounds at different RPMs or using granular synthesis, seem too resource-heavy for what I’m targeting. It feels like a dead end, especially since I want to work on lightweight solutions for machines that could barely run smoother games from that era.

I know that with 5th and 6th generation consoles, relying on real-time pitch shifting would have been a nightmare due to the limited CPU power. I can only imagine how taxing it would’ve been to process high sample rates to avoid aliasing while trying to keep the sounds sounding good. It’s just frustrating because it seems like those systems must have had some clever tricks to make engine sounds happen without the capabilities that we have today with robust sound engines.

So, I’m reaching out to the community here. What approaches could I consider for handling engine sounds that wouldn’t force lower-end systems to struggle? I want to get creative and would love to hear any ideas, no matter how unconventional they may seem! Your input could really help me out in tackling this challenge.

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    1. anonymous user
      2025-04-06T02:14:23+05:30Added an answer on April 6, 2025 at 2:14 am

      Sound Design Tips for Racing Games on Weaker Systems

      Sounds like you’re in quite the conundrum! Trying to pull off that sweet engine roar without hogging system resources is definitely a challenge, especially if you’re looking to pay homage to those classic games.

      Consider Samples with Layering

      Instead of using a ton of variations, maybe try layering just a few short samples at different RPMs. This can create a more dynamic sound without needing to have a huge library of sounds. Just make sure the layers are blended well to avoid abrupt changes!

      Use Simple Looping Techniques

      Think about implementing simple loops that can play for certain RPM thresholds. You can have a base engine sound that you loop and then add in rev sounds or additional layers when the RPM hits certain points. Keep it minimalistic!

      Volume and Pitch Automation

      For a retro feel but modern execution, automate the volume and pitch slightly based on the vehicle speed. Just subtle changes can create an impression of realism without heavy lifting for the CPU!

      Utilize Effects Sparingly

      Don’t forget about using some light effects. Reverb and a bit of EQ can really enhance what you’ve got without being too taxing. Just apply it judiciously!

      Fade In/Out Techniques

      When transitioning between different engine sounds, consider fade-ins and outs; it can cover up any rough edges in the sample quality as well.

      Check Out Waaveforms

      And if you’re feeling adventurous, you could explore wavetable synthesis for engine sounds—maybe it’s not ‘realistic’ pure engine sound but can still fit nicely into the racing vibe.

      Overall, it’s all about finding that right balance! Hope these ideas spark something for you. Hang in there; you’ve got this!

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    2. anonymous user
      2025-04-06T02:14:24+05:30Added an answer on April 6, 2025 at 2:14 am

      For emulating engine sounds efficiently on lower-end hardware, consider leveraging simplified pitch-manipulation techniques coupled with carefully crafted short looping samples, a strategy prominently used during the PS1 and PS2 era. Rather than relying on resource-heavy granular synthesis or multiple RPM recordings, store a limited set of clean, short engine loops captured at strategic RPM intervals. Then, implement a lightweight algorithm to interpolate pitch between these base samples, minimizing CPU usage while maintaining auditory realism. Utilizing low sample rates (around 22050 Hz or lower) and mono channel formats can further reduce memory footprint and processing demands, closely matching the authentic but lo-fi aesthetic of classic console gaming.

      Another approach worth considering is the use of straightforward sample-rate adjustment tied directly to RPM changes, circumventing complicated, real-time DSP processing. To avoid aliasing or harsh artifacts, apply minimal offline filtering to pre-process samples before integrating them into the game; carefully designed filtering at the pre-production stage helps maintain sonic clarity without runtime overhead. Additionally, leaning into perceptual acoustics by emphasizing tonal characteristics and dynamic modulation of amplitude or subtle volume fades correlated with throttle inputs can add depth and responsiveness without significant processing cost. These methods, inspired by past generation console coding practices, provide efficient alternatives that remain effective today even on constrained hardware.

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