How should audio for a driving vehicle be managed?

Godot Version

4.4

Question

In games that you can drive, the audio of the vehicle will change based on the current action:

  • are you accelerating?
  • which gear are you using? Going slower on gear 1 or going fast on higher gear?
  • are you hitting the brake? how hard?
  • did you just hit a wall?
  • is your car colliding/sliding on a wall on the side?

So this should not be just a few sound files being played, but rather, there should be many sound files being mixed on the fly instantly.

This might be a hard question depending on how serious you want this to be. But to make the whole audio experience organic as much as possible, what are some of the things that should be considered in Godot 4?

godot-4 Help > Audio

Use FMOD (there are a few fmod car engine tutorials out there), or build your own granular synth engine.

You could like you said get a sound and pitch shift based purely on physical speed and if the acceleration pedal is held or the clutch is out. Using some curves to do the pitch ramp automation. Then just reset the pitch after changing gears. Mute the sound when you crash.

I think it was talked about briefly in this AMA, which is great btw.

2 Likes