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[V2 Released] Realistic Engine Sounds

Discussion in 'Assets and Asset Store' started by slaczky, Jun 22, 2017.

  1. cygnusprojects

    cygnusprojects

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    Posts:
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    Hi @slaczky,
    Bought your pro package during the sale and I must say I'm loving your engine sounds while test driving my racing game!
    However I have a feature request: when using add-on prefabs as MufflerPuck, Supercharger and Turbo would it be possible to also set the audiomixer group when one is assigned in the RES component?
    Currently I added for instance this line to make the sound subject to my filters and audio settings:
    Code (CSharp):
    1. onLoop.outputAudioMixerGroup = res.audioMixer;
     
    slaczky likes this.
  2. slaczky

    slaczky

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    Sep 26, 2015
    Posts:
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    Hi @cygnusprojects,
    Good idea! I will add this feature in next update.
     
  3. slaczky

    slaczky

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    Sep 26, 2015
    Posts:
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    516x389 pro.png

    The first addon pack is released for Realistic Engine Sounds, Motorbike Engine Sounds!
    Get it here:
    http://bit.ly/3cvcZo0

    These sound pack are not included in any version of RES, this is an addon pack.
    There are total 214 Wav audio files in this package.
    11 ready to use motobike engine sound packages for exterior and helmet camera views with engine startup sounds.
    Demo scenes and prefabs for Realistic Engine Sounds and for MSK are packed inside a .unitypackage.

    An update is comming soon for Realistic Engine Sounds. (v1.7) Scripting is done, currently working on prefabs and demo scenes for MSK2. Edit: It is released now.

    v1.7 Release notes:
    - Added an option to set prefabs dopplerLevel value
    - Added support for "Motorbike Starter Kit" asset
    - Reduced garbage collection for all scripts (now most scripts create 0 gc or only a few Byte gc for a moment)
    - Added audio mixer for addon prefabs (turbo, supercharger,...etc)
    - Addon prefabs can have own audio mixer or it will use automatically the engine prefab's audio mixer (if there is any)
    - All addon prefabs (except Straight_Cut_Gearbox) use engine prefab properties's value for the following properties: audioRolloffMode, minDistance, maxDistance, spatialBlend(allways = 1 in engine prefabs), dopplerLevel.
    - Fixed V10 Italian engine pack high-rpm audio file's looping
    - Minor fixes
    - Updated documentation
     
    Last edited: Mar 4, 2020
  4. derkoi

    derkoi

    Joined:
    Jul 3, 2012
    Posts:
    2,260
    Hi, any chance of support for Edy's Vehicle Physics Pro?
     
  5. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Hi,
    Previously in this forum I posted a script that worked for other customers. I not yet added this script to RES because I not tested it myself, and does not have automatic integration. I do not own yet VPP.

    Here is that script:
    VppToRes.cs
    Code (CSharp):
    1. //______________________________________________//
    2. //___________Realistic Engine Sounds____________//
    3. //______________________________________________//
    4. //_______Copyright © 2018 Yugel Mobile__________//
    5. //______________________________________________//
    6. //_________ http://mobile.yugel.net/ ___________//
    7. //______________________________________________//
    8. //________ http://fb.com/yugelmobile/ __________//
    9. //______________________________________________//
    10. using System.Collections;
    11. using System.Collections.Generic;
    12. using UnityEngine;
    13. using VehiclePhysics;
    14.  
    15. public class VppToRes : MonoBehaviour
    16. {
    17.     RealisticEngineSound res;
    18.     VehicleBase m_vehicle;
    19.        
    20.     public float maxRPM = 7000;
    21.     public float maxSpeed = 250;
    22.  
    23.     private GameObject car;
    24.  
    25.     private void Start()
    26.     {
    27.         car = gameObject.transform.root.gameObject;
    28.         m_vehicle = car.GetComponent<VehicleBase>();
    29.         res = gameObject.GetComponent<RealisticEngineSound>();
    30.         res.maxRPMLimit = maxRPM; // max rpm from car
    31.         res.carMaxSpeed = maxSpeed; // needed for straight cut gearbox script
    32.     }
    33.     private void Update()
    34.     {
    35.         res.engineCurrentRPM = m_vehicle.data.Get(Channel.Vehicle, VehicleData.EngineRpm)/1000;
    36.            
    37.         // is currently shifting - needed for shifting sounds script
    38.         if(m_vehicle.data.Get(Channel.Vehicle, VehicleData.GearboxShifting) == 1)
    39.         {
    40.             res.isShifting = true;
    41.         }
    42.         else
    43.         {
    44.             res.isShifting = false;
    45.         }
    46.            
    47.         // car's current speed
    48.         res.carCurrentSpeed = (m_vehicle.data.Get(Channel.Vehicle, VehicleData.Speed) * 18) / 5; // converting m/s to km/h, current speed is needed for straight cut gearbox script
    49.            
    50.         // accelerating
    51.         if (!res.isShifting)
    52.         {
    53.             if (m_vehicle.data.Get(Channel.Vehicle, VehicleData.Throttle) > 5000)
    54.                 res.gasPedalPressing = true;
    55.             else
    56.                 res.gasPedalPressing = false;
    57.         }
    58.  
    59.         // car is reversing
    60.         // manual gearbox
    61.         if (m_vehicle.data.Get(Channel.Vehicle, VehicleData.ManualGear) == -1)
    62.             res.isReversing = true;
    63.         else
    64.             res.isReversing = false;
    65.         // automatic gearbox
    66.         if (m_vehicle.data.Get(Channel.Vehicle, VehicleData.AutomaticGear) == 2)
    67.             res.isReversing = true;
    68.         else
    69.             res.isReversing = false;
    70.            
    71.         // is engine running
    72.         if(m_vehicle.data.Get(Channel.Vehicle, VehicleData.EngineWorking) == 0) // car's engine is not running
    73.         {
    74.             if(res.enabled)
    75.                 res.enabled = false;
    76.         }
    77.         else // car's engine is running
    78.         {
    79.             if(!res.enabled)
    80.                 res.enabled = true;
    81.         }
    82.     }
    83. }
    84.  

    You need to set VPP car engine AudioClips to "none".
     
    derkoi likes this.
  6. TonismoGames

    TonismoGames

    Joined:
    Jun 12, 2018
    Posts:
    111
    Hi,I really like your asset. I cant seem to find the engine sound on asset store that matches a civic. Can you make something that sound like this ?I will buy it,thank you.
     
  7. slaczky

    slaczky

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    Sep 26, 2015
    Posts:
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    Hi, thanks for your interest. Currenlty I'm working on a different project and for a while I'm not available for hiring. I keep providing support for my currently released assets, but I'm not planning to make and release new sound packs for a while because I don't have much free time. I will try to make a "Ricer" sound pack in my free time, but I can't garante that it will be ready soon...

    Currently I have two sound packs made from Honda car's sound recordings, but those are sound different from what your posted video have:

    i4 Japanese - Engine Sound Pack: https://goo.gl/KguF4v
    I4 Japanese Vtec - Engine Sound Pack: https://goo.gl/KfSqMe
     
  8. slaczky

    slaczky

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    Last edited: Mar 4, 2020
  9. kain_vinosec

    kain_vinosec

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    Jan 25, 2016
    Posts:
    9
    Aw, I'm sad I missed the sale. Would've been nice to upgrade to Pro, but Plus will have to do for now.

    @slaczky I am running into an issue. I'm using RCC with MapMagic to procedurally generate vehicles that the player can enter/exit and for the most part, everything is working great except the engine sounds stop when I hop in one of the generated cars. If I'm in a car I placed manually, or if I use RCC's spawn vehicle option then the audio works fine. The generated cars also still maintain RCC's tire/physics noises, so just the engine sounds seem to be off/disabled for those cars for some reason. Any ideas?

    Edit: I should add that I'm using the interior/exterior script but I tried this without it and had the same issue. I also tried turning optimization down to 0 and auto rolloff's min/max to 0/0 but nothing has worked thus far.
     
    Last edited: May 27, 2019
  10. slaczky

    slaczky

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    Posts:
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    I think I can do an upgrade sale for a few days.

    Are you sure about that the generated cars have RES prefabs?
    Are you sure you're using the right prefabs, made for RCC cars?
    Also check that RES sounds are inside (or in center) of the generated car.
     
  11. kain_vinosec

    kain_vinosec

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    Posts:
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    Yes to all three.

    I grabbed some screenshots and recorded a video of the issue as well using the same prefab as examples across all.

    The first tank in the video was spawned manually, the second was generated by MapMagic, and the third is spawned by RCC's UI. All of them are using the exact same prefab.

    assets.PNG mapmagicspawn.PNG prefabsetup.PNG mapmagicsetup.PNG

     
  12. slaczky

    slaczky

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    Sep 26, 2015
    Posts:
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    It acts like when RES prefab could not find the main camera. In your video I hear that it disabled RCC's stock engine sounds, but RES does not play any sounds, like when main camera is missing or when main camera is too far away from RES prefab.
    Try adding this lines inside RCC_RES_camera.cs script:
    Code (CSharp):
    1.     private void OnEnable()
    2.     {
    3.         Start();
    4.     }
    If this does not help, can you show me a screenshoot or a video of what's happening inside RES prefab? Is it got the main camera, is it's rpm change when you drive the vehicle, is it create any audio sources?
     
  13. kain_vinosec

    kain_vinosec

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    Jan 25, 2016
    Posts:
    9
    Unfortunately that didn't seem to help. I checked the cameras and it looks like it is using cameras the same way as the manually spawned cars, so I don't think that is the issue. I am getting an error message though!

    "NullReferenceException: Object reference not set to an instance of an object
    SetRPMFromCarRCC_V3.Start () (at Assets/RealisticEngineSound/Assets/Scripts/Demo Scene Scripts/RCCDemoScripts/SetRPMFromCarRCC_V3.cs:36)"

    It looks like I am getting that from every RES prefab that is procedurally spawned but not the manually spawned ones.
     
  14. slaczky

    slaczky

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    Sep 26, 2015
    Posts:
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    This information helps a lott.
    In SetRPMFromCarRCC_V3.cs script's Start() at line 33 and 34 is trying to get RCC car like this:
    Code (CSharp):
    1. car = gameObject.transform.root.gameObject;
    2. rccV3 = car.GetComponent<RCC_CarControllerV3>();
    In your previous post's screenshot where I can see your Hierarchy, I see that gameobjects generated by MapMagic are spawned inside a gameobject, and this causes the error in SetRPMFromCarRCC_V3.cs script, because it is looking for RCC car gameobject in root object while in your scene it is in a child gameobject.
    There are two ways to solve this: The first one is to spawn RCC cars in the Hierarchy as root gameobject, not inside a different gameobject. If you can't do this then the seccond way is a bit complicated, you need to modify SetRPMFromCarRCC_V3.cs script. Remove this line (33) car = gameObject.transform.root.gameObject; from the script and modify private GameObject car; at line 22 to public GameObject car;. After this in your every RCC car prefab you need to drag and drop RCC car gameobject in SetRPMFromCarRCC_V3.cs script's Car field in booth exterior and interior RES prefabs.
    I hope this helps now.
     
  15. MathewHI

    MathewHI

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    Mar 29, 2016
    Posts:
    501
    How does the script work? I'm using my own physics and I'm not calculating RPMs.
     
  16. slaczky

    slaczky

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    It gets the rpm value from supported vehicle physics controllers. If your custom physics don't have any rpm simulation, then it is not possible to make it work with your physics. Also transmission simulation is needed for good results.
     
  17. MK1_Dev

    MK1_Dev

    Joined:
    Sep 7, 2018
    Posts:
    104
    Hi! Is it possible to use RES-Pro with iRDS? I own both products but have the DLL version of iRDS, so I don't have access to its sound controller script. Any advice would be appreciated. Cheers!
     
  18. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
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    Hi, I made a script for that for you today! Did a few tests and it worked for me, but make sure that in your iRDS car prefab all "audio*** " named gameobjects AudioSource's "Spatial Bend" value is set to 1.

    Code (CSharp):
    1. //______________________________________________//
    2. //___________Realistic Engine Sounds____________//
    3. //______________________________________________//
    4. //_______Copyright © 2019 Yugel Mobile__________//
    5. //______________________________________________//
    6. //_________ http://mobile.yugel.net/ ___________//
    7. //______________________________________________//
    8. //________ http://fb.com/yugelmobile/ __________//
    9. //______________________________________________//
    10.  
    11. using System.Collections;
    12. using System.Collections.Generic;
    13. using UnityEngine;
    14.  
    15. public class iRDS_To_RES : MonoBehaviour {
    16.  
    17.     IRDSDrivetrain irdsDriveTrain;
    18.     RealisticEngineSound res;
    19.     IRDSCarControllInput irdsControllInput;
    20.  
    21.     GameObject car;
    22.     GameObject irdsStockEngineSound;
    23.  
    24.     void Start ()
    25.     {
    26.         car = gameObject.transform.root.gameObject;
    27.         irdsDriveTrain = car.GetComponent<IRDSDrivetrain>();
    28.         irdsControllInput = car.GetComponent<IRDSCarControllInput>();
    29.         res = gameObject.GetComponent<RealisticEngineSound>();
    30.         res.maxRPMLimit = irdsDriveTrain.revLimiterRPM;
    31.         irdsStockEngineSound = car.transform.Find("audioEngine").gameObject;
    32.         irdsStockEngineSound.GetComponent<AudioSource>().enabled = false;
    33.     }
    34.  
    35.     void Update ()
    36.     {
    37.         res.engineCurrentRPM = irdsDriveTrain.rpm; // current rpm
    38.         res.carCurrentSpeed = irdsControllInput.CarSpeed * 3.6f / 220; // needed for RES addon prefabs
    39.         // is shifting or accelerating
    40.         if (!irdsDriveTrain.isShiftting)
    41.         {
    42.             res.isShifting = false;
    43.             if (irdsDriveTrain.throttle > 0.1f)
    44.             {
    45.                 res.gasPedalPressing = true;
    46.             }
    47.             else
    48.             {
    49.                 res.gasPedalPressing = false;
    50.             }
    51.         }
    52.         else
    53.         {
    54.             res.isShifting = true;
    55.         }
    56.         // is reversing
    57.         if (irdsDriveTrain.gear == 0)
    58.             res.isReversing = true;
    59.         else
    60.             res.isReversing = false;
    61.     }
    62. }
    63.  
    Add this script to a RES prefab and drag and drop that RES prefab in iRDS car prefab.
    This should work, let me know is it working in your scene.
     
    Last edited: Jun 11, 2019
    MK1_Dev likes this.
  19. slaczky

    slaczky

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    Sep 26, 2015
    Posts:
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    516x389 pro.png

    Another addon pack for Realistic Engine Sounds is released: Exotic Cars Engine Sounds!
    Get it here: http://bit.ly/3cuGhmq
    More addon engine sounds are coming soon!​
     
    Last edited: Mar 4, 2020
  20. MK1_Dev

    MK1_Dev

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    Sep 7, 2018
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    That worked! Many thanks!!!
     
    slaczky likes this.
  21. slaczky

    slaczky

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    516x389 pro.png
    JDM Engine Sounds addon packs for Realistic Engine Sounds is released!
    Get it here: http://bit.ly/32QzHT1
     
    Last edited: Mar 4, 2020
  22. slaczky

    slaczky

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    516x389 pro.png
    Muscle Car Engine Sounds addon packs for Realistic Engine Sounds is released!
    Get it here: http://bit.ly/38k61P5
     
    Last edited: Mar 4, 2020
  23. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    327
    Hi,
    Do you have plan make Fmod engine sound project for Unity ?
     
  24. slaczky

    slaczky

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    Hi,
    No, because that would be competing for my own engine sound controller script.
     
  25. CoderPro

    CoderPro

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    Feb 21, 2014
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    327
    I am searching for fmod engine sound, Do you know where can i get them ?
     
  26. slaczky

    slaczky

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    I don't know if there is any, but you can use my engine sounds for fmod. For fmod you need to setup the engine sounds by yourself. There are tutorials on youtube that explain how to do this, and it's not that hard. I used fmod in Unreal Engine, but for Unity I reccomend using my own engine sound controller script, because it support the most famous vehicle controllers and the setup is that easy is as just drag and drop the right RES prefab on your vehicle.
     
    CoderPro likes this.
  27. CoderPro

    CoderPro

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    Feb 21, 2014
    Posts:
    327
    Hi,
    I was tried your free fmod project demo, and extractly what i am needing !
    But i see all your fmod project with max rpm are 7000 only, so what about car with more 7000rpm like 8000 or 9000rpm ?
     
  28. slaczky

    slaczky

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    Sep 26, 2015
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    In fmod right click on rpm value and click on "Edit Parameter". Modify "Maximum from 7000 to 8000 or 9000 and click on Ok. After this it will ask you do you want to scale all contents and parameters to the new range. Click on "Scale". Done!
     
    CoderPro likes this.
  29. CoderPro

    CoderPro

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    I think you should make fmod project for unity, too. Not Unreal Engine only !!! Its better, i think !
     
  30. slaczky

    slaczky

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    Sep 26, 2015
    Posts:
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    516x389 pro.png
    SUV Engine Sounds addon packs for Realistic Engine Sounds is released!
    Get it here: http://bit.ly/3aphNJA
     
    Last edited: Mar 4, 2020
  31. slaczky

    slaczky

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    516x389 pro.png

    I post my other new asset here which not connected to engine sounds. I don't want to open another topic for this.

    Realistic Car Shaders - Mobile is now released! With this shaders you can get fake realtime reflections on mobile!
    Get it here: http://bit.ly/39mVLXX

    Realistic Car Shaders - Mobile asset contain non physical shaders designed for vehicles and optimised for MODERN mobile devices. With this shaders you can make your game look like it have realtime reflections! Yes, on MOBILE devices!
    Vehicle paint types: Holographic Reflections, Pearlescent Paint (2 coloured body), Flakes/Carbon, Bumped Reflections, and all for this you can add png Decals too which are paintable and scalable!
    Diffuse texture can be used to add nonpaintable and not reflective parts. This feature is perfect to add rusty, dirt, damages, scratches ...etc effects to your vehicle's body.
    Bumped Reflections are good to add more detail to your vehicle: "orange peel" like paint, water drops effect, and it is also good to create bumped and paintable wood floors for building's interior scenes.

    This shaders are not only for vehicles, you can use it for whatever you want. It is also good for buildings floor, fornitures, glass,...etc. It depends on your creativity.

    Features:
    - (fake) Realtime reflections on MOBILE!
    - Holographic Reflections
    - Pearlescent Paint
    - PNG Decals Works Perfectly!
    - Various shader types, from Complex to the most simple possible: one Color and Reflections
    - Realtime Reflections frame rate can be limited by your choice in a script
    - 81 Premade, ready to use materials + 57 materials for demo scenes
    - Color picker example
    - One 3D model of a German sport car (M4)
    - One 3D model of a showroom
    - 3 example demo scenes

    Package contain:
    - 10 Shaders, from which are:
    * 5 made for vehicle body paints (simple and complex shaders)
    * 3 made for glasses (simple and complex shaders)
    * 1 made for metals (aluminium, chrome, stainless steel)
    * 1 made for plastics
    - 81 Premade, ready to use materials + 57 materials for demo scenes
    - 45 textures (some are normal maps)
    - 3 Cubemaps
    - 5 Demo scenes (from these two are simple drag racing demo scenes)
    - One 3D model of a German sport car (M4)
    - One 3D model of a showroom
    - Free UI color picker used only for demo scenes demonstration (licensed under MIT license)
     
    Last edited: Mar 4, 2020
  32. Vagabond_

    Vagabond_

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  33. slaczky

    slaczky

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    Sep 26, 2015
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    Hi,
    Thanks for your report, I checked it and one prefab was mixed with another sound pack's prefab. Now it is fixed and submited the updated version for review. Store's review can take around 5-10 days. If you need this urgently, send me an email to info@skrilstudio.com for the prefab or copy the interior's prefab and replace the wav files with exterior's wav files.
     
  34. Vagabond_

    Vagabond_

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    It's ok i just set it up manually ! Thanks !
     
  35. alargastudio

    alargastudio

    Joined:
    Apr 18, 2017
    Posts:
    11
    hello sir, i just want engine sound for my gt86 rocket bunny, which package i should buy? thanks
     
  36. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Hi,
    Currently I don't have sound packs for gt86, but I have a JDM engine sound pack which have sound packs that sound identical to gt86: JDM Engine Sounds
    JDM engine sound pack does not have any controller scripts. If you need controller scripts too, purchase Realistic Engine Sounds - Lite to get the scripts or use fmod.
     
  37. mkgame

    mkgame

    Joined:
    Feb 24, 2014
    Posts:
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    Can you make some tank and armored car engine sounds?
     
  38. slaczky

    slaczky

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    Sep 26, 2015
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    Armored vehicles have diesel engines, and I already have a sound pack for that: Truck and Bus Engine Sounds
    This sound pack will fit for tank and armored vehicles too, if you change pitching value from 1.0 to 0.9 or lower it will give more robust and aggressive diesel sounds.
    There will be no new engine sound packs in the near future, because I'm currently working on a different project and on a new update for RES.
     
    Last edited: Aug 24, 2019
  39. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
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    car controllers.png

    Update v1.8 is released!


    v1.8 Release Notes: Preparing RES for the upcoming major update!
    - Added an option to disable automatically delete unused Audio Sources
    - Added support for "Vehicle Physics Pro" asset
    - Added support for "Unity Car Pro" asset
    - Added support for "Driver (Traffic System)" asset
    - Added support for "Intelligent Race Driver System (iRDS)" asset
    - Added support for "MS Vehicle System" asset
    - Added support for "Realistic Car Kit" asset
    - Changed the logic behind engine load calculation (gasPedalValue), now this value is not depending on "gasPedalPressing" value, engine sound can change depending on engine load, this change also made the code more cleaner and easier to understand
    - Disabling engine load simulation is now working properly, you can set "gasPedalValue" to a joystick button value or to your vehicle physic controller's engine load value (if it have this kind of value)
    - Changed the logic behind reverse gear sound fx simulation, now it depending on the vehicle's current speed, not on engine's rpm value, this also made the code more cleaner and easier to understand
    - Added more comments to controller scripts
    - Each "Assets_For_..." vehicle controller folders are moved into "Assets_For_Vehicle_Controllers" folder to make the file structure cleaner and renamed "Assets_For_..." folder names to only contain the vehicle physic controller's shortened name
    - Fixed Boxer_Japanese sound pack's low rpm files looping problem
    - Fixed Boxer_German sound pack's medium rpm files looping problem
    - Fixed Bus_Modern sound pack's low rpm files looping problem
    - Fixed Truck_Old sound pack's idle rpm files looping problem
    - Removed deprecated prefabs from Lite and Plus versions (Pro version not had those prefabs)
    - Changed the controller scripts for "Slider Demo Scene"
    - Changed reverse gear sound fx 2
    - Updated Documentation
     
    Last edited: Mar 4, 2020
  40. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Last edited: Mar 4, 2020
  41. alargastudio

    alargastudio

    Joined:
    Apr 18, 2017
    Posts:
    11
    already buy this plugin and may i ask something? is this package not include Exotic / JDM / Muscle Cars Engine Sounds? or it just different filename you type in description, ty before
     
    Last edited: Dec 6, 2019
  42. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Thanks for your purchase, I hope you like it.
    This version does not include Exotic / JDM / Muscle Cars Engine Sounds. Those are addon content packs for Realistic Engine Sounds (any version).
    If you have more questions, or need support regarding to my assets, feel free to ask.
     
  43. alargastudio

    alargastudio

    Joined:
    Apr 18, 2017
    Posts:
    11
    nah i see okay i'll buy that too, so far its good easy to use plugin just drag & drop compatible with my evp project,
    i'll ask you again if have problem, thanks
     
    slaczky likes this.
  44. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Thank you.
    If you like these assets, please write a honest review for them in the Asset Store.
     
  45. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    I've been working on a major update since autumn which is going to be 2.0 version of Realistic Engine Sounds assset. It makes a slow progress, because I'm working on other projects too.
    Here is a screenshot of the new inspector:


    res v2.png

    With this new editor script it is way easier to tweak better sounding prefabs, because you can see all animation curves at one place. (but you can't edit the curves there. Editing curves is still done the old fashioned way.)
    Each sound pack will getmore wavs.
    There will be three quality type prefabs:
    - Low: is the same as mobile prefabs from current live version
    - Medium: is the same as regular prefabs from current live version
    - High: these prefabs will have more wavs than the previous ones (above screenshot represents this)
    (all sound packs from "Low" and "Medium" quality will get a newly tweaked prefabs)

    All sound packs going to be remastered, some sound packs will be replaced with completly new wavs / or if possible I re-record them with my new microphones.
    All wavs going to be stereo.
    Added "valves" sound effect for engine bay. (can be turned of if not needed). This can be a one looped wav or multiple "valve one shoot" wavs played realtime as fast as much rpm the engine currently have (unfortunately this realtime simulated valve shoots generates a few bit GC at a random time).
    Added "Aggressivness Fx Level' which can make any engine sound pack sound more aggressively (experimental feature).
    Changed the code that manages "Engine Shake Fx", it sounds better and can be tweaked more.
    Audio clips now can be loaded into any prefab by one button click.
    Many other changes has been made which I can't remember now.
    Planning to add a feature that automatic detects which car controller is used right after RES got imported into the project, and automatically import the right .unitypackage for demo scenes and prefabs.

    In inspector the logo is too big, I will replace that with a smaller one.

    I already worked a few hundred hours on this, including testing and experimenting with new features / ideas, and I need to work a few more hundred hours to finish scripting, remastering all wavs, tweaking new prefabs and creating new demo scenes for each supported car controller.

    Release date: -when it is done, hopefully in this year.

    Let me know if you have an idea for a new feature that you would like to see in RES V2! ;)
     
  46. Natsugo99

    Natsugo99

    Joined:
    Oct 31, 2019
    Posts:
    3
    why does the lite version is not free? but the asset looks cool!
     
  47. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Thanks for the feedback!
    It is not free, because I invested money into purchasing multiple car physic controller assets to make my asset compatible with them. I worked countless hours on developing and experimenting with my sound controller scripts, recording, editing and mastering sound files for Realistic Engine Sounds asset.

    I have two vehicle sound packs that are available for free (does not contain any scripts, just only wavs):
    i6 German - FREE Engine Sound Pack
    Rotary x8 - FREE Engine Sound Pack

    Currently the Lite version is as expensive as a family sized pizza... but it will get a little bit expensiver when I'm done with the major update, you can read more details about the major update in my previous post above. Some people even told me that I'm loosing money with each sale because my asset is to cheap compared to other website pricing where they sell one vehicle's sound pack between 20 -100 usd and these are not game ready files, mostly contain just passby recordings.
     
  48. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Last edited: Jul 20, 2020
  49. robert12342

    robert12342

    Joined:
    Jun 11, 2018
    Posts:
    29
    how about adding support for FGEAR physics?
     
  50. slaczky

    slaczky

    Joined:
    Sep 26, 2015
    Posts:
    224
    Currently I do not own FGEAR. If needed, I can help with the setup, many vehicle physics controllers use similiar techniques to controll transmission and engine rpm values. These values need to be "translated" to R.E.S.
    Contact me in email: info@skrilstudio.com with your invoice number and I will try to help.
    If needed I will help through TeamViewer program.