#Lets say someone without any kind of

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radiant gyro
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you would try and sub divide what you need to do into tiny sub tasks & try and do them. it also helps to be very precise in what youre asking or trying to do.

source/find material, process it in all regards of audio (spectral balance, dynamics), implement it into the game, adjust source & ingame sound system parameters until it fits. 🤷🏼‍♂️

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for starters, gologle for unreal engine car sound tutorials. in reforger we use a system of crossfaded loops & adjust EQ on the fly based on ingame parameters.

crossfaded loops is a well documented technique, and unreal has been around for a while, so once you understand the concept, youll see the similiarities in reforger's systems.

sacred star
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🫡

radiant gyro
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what exactly are you trying to do?

sacred star
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Basically im in the making of a 1978 Ford F250 and i´d like to have a proper engine sound for it. I will just figure it out somehow with the general approach you already gave me

radiant gyro
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gotta start with sourcing some loopable material for the different RPM ranges. or you can ofc just use one loop & pitch it, however the results will sound suboptimal. but its better than nothing.

you can perhaps build the engine in engine simulator to get nice, smooth loops to crossfade between. one way or another it will get technical, so prepare for some awesome learning experience. 🙂

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