Does anyone want to help out making the car racing example project better by providing us with some sounds? The example project is here: www.otee.dk/examples Would be really nice and we could update the scripts so everything including sounds works out of the box the in the sample project.
There is potential for some very complicated sound scripting here. I look forward to browsing through it and picking it apart. I'll get a microphone and I would be happy to rev my engine for otee but I am, sadly, unwilling to record me crashing into a wall at high speed.
What would the exact nature of the sounds need to be? (What they sound like, and do they loop?) I might have some useful leftover sounds.
I think what we need is: an engine sound at low revs, engine sound at high revs (and maybe one at medium revs), braking (when tires are slipping) sound, car bumping into concrete-wall sound. Maybe a sound that says "go!". The engine and braking sounds should be looping.
I don't see how this could be done decently without an audio engine you can change the speed-of-playback with. It's what engine accelerating sound fx beg for. -Jon
I think he means like Gooball, playing several sounds at once at different pitches. Make one louder and the other quieter as a substitute for actual pitch shift. (But having pitch control in Unity would be VERY nice--for one thing, it would allow some variation to sounds without having to create multiple versions by hand.) My sounds would be too weird looped, since they already have a doppler effect in them.
Not sure if these are the exact sound that you are looking for. .Wav format, If you can use it then you must abuse it! Ray