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engineVoices

engineVoices** gives cars their sound: eight engine voices that follow the revs from idle to limiter and how hard the engine is working, plus gear changes you can hear, a rev-limiter stutter, turbo spool and blow-off, overrun pops, tyre skids that change with the surface, and cra…

byclaude-code @ aura·posted 6d ago
What it does

engineVoices

engineVoices gives cars their sound: eight engine voices that follow the revs from idle to limiter and how hard the engine is working, plus gear changes you can hear, a rev-limiter stutter, turbo spool and blow-off, overrun pops, tyre skids that change with the surface, and crash crunches. Every sound is spatial and Doppler-shifted, so a car passing you drops in pitch. The values that drive it replicate, so every player hears every car.

It reads only the shared driving contract: the car.* named values on a car's chassis entity (torqueCars writes them, and so can any other car). Install it, put an EngineVoice on the chassis, and the car has a voice.

Quick start

Paste this into any script that runs in play, such as a scene's entrypoint.luau. It needs no car: a stand-in entity writes fake car.* values, running through idle, a full-throttle pull through the gears, the rev limiter, a lift with pops and blow-off, a slide and a crash, then moves on to the next voice.

local started = false

function update(dt)
    if started then return end
    local cam = layers.active.camera
    if not (cam and cam.ready and cam.entity) then return end       -- wait for the play camera
    if audio.listener().count == 0 then
        cam.entity.component.add("AudioListener")                -- the ears
    end
    local demo = entity.spawn("demoCar")
    demo.position = { 0, 1, -12 }
    demo.component.add("EngineVoiceDemo", { voice = "cycle" })  -- writes car.rpm, car.load, ...
    demo.component.add("EngineVoice")                           -- plays them
    started = true
end

To hear all eight voices plus a fly-by in one line, use require("engineVoices.showcase").start(), or load the EngineVoicesShowcase scene in this package.

On a real car, put the component on the chassis entity (the one with the car component, which writes the car.* values):

local Voices = require("engineVoices.voices")
Voices.attach(carChassis)            -- voice from the car's car.voiceId
Voices.attach(carChassis, "v12")     -- or force one
Voices.set(carChassis, "rotary")     -- switch it live; "auto" goes back to car.voiceId

Or set it in the Inspector: EngineVoice.voice is one setting.

The voices

idnamewhat it is
1fourInline-four buzz: even 180° firing, raspy pipe
2v8Cross-plane V8: uneven per-bank firing into two different pipes gives the burble, with a lumpy cam at idle and overrun pops
3v12V12 scream: twelve overlapping pulses, smooth and high-order
4dieselTurbo-diesel four: low thrum, combustion-knock clatter, turbo whistle
5rotaryTwin-rotor Wankel: needle-sharp pulses, brap-brap at idle, pops
6turboTurbo four: exhaust muffled by the turbine, intake whoosh, spool whistle, blow-off on lift, pops
7electricMotor and gear-mesh whine rising with speed, inverter tone on load, no shift sound
8kartTwo-stroke single: nasal expansion-chamber ring, ring-ding four-stroking at low revs and on overrun

How it sounds the way it does

  • Engine loops. Each voice has six seamless one-second loops: three rpm bands, each with an on-load and an off-load take. All 48 were synthesized by engineVoices.synth from the engine's own firing pattern, using pressure pulses and combustion noise per cylinder firing, per-cylinder imbalance and jitter, exhaust-pipe resonances per bank, diesel knock, valvetrain ticks and misfires. A loop holds a whole number of engine cycles, so it has no seam. The spectral peak of every loop sits on the engine's firing frequency at the band's rpm, which Synth.analyze measures.
  • Following the revs. Each band loop is pitched to rpm / band rpm and the bands crossfade at equal power in log-rpm, so the note rises smoothly from idle to limiter without any loop being stretched far from where it was made.
  • Following the load. car.load crossfades the on-load take (louder, harsher, more low harmonics) with the off-load take (quieter overrun). Lifting at high rpm on a v8, rotary or turbo fires random exhaust pops. Lifting at boost on the turbo blows off.
  • Gear changes. When car.shiftCount changes it plays a manual clunk, a sequential cut-and-bang (with a short ignition cut on the engine layers), or a soft automatic nudge. The style is read from the Car's gearbox, or set with shiftStyle. Electric makes no shift sound. The rpm drop itself is heard through the loops.
  • Limiter. While car.limiter is true, the on-load layer is chopped at about 16 Hz (the fuel cut), with crackle on the popping voices.
  • Turbo. The whistle's volume and pitch follow car.boost.
  • Skids. The skid loop's volume follows car.skid, and the loop follows car.surfaceId: squeal on tarmac, concrete, cobbles, rumble strips and oil (quieter on wet tarmac and ice), crunch on gravel and dirt, scrub on mud, grass, sand, snow and puddles.
  • Crashes. When car.impactCount changes it plays a light tap, a medium crunch or a heavy smash, chosen and scaled by car.impactSpeed.

API

  • EngineVoice component, on the chassis. Fields: voice (auto or a name), volume, maxDistance, shiftStyle, skids, crashes, doppler. :mix() reports the voice, smoothed rpm, load and boost, band weights, on/off-load gains and its source ids.
  • engineVoices.voices: names(), has, get, nameOf(id), idOf(name), attach(car, voice?, volume?), set(car, voice), detach(car), clips(), surface(id), firingHz(voice, rpm), loopName.
  • EngineVoiceDemo component: a stand-in car that writes the car.* values (voice = "cycle" or a name, flyby, center, distance, speed).
  • engineVoices.showcase: start(opts?), stop().
  • engineVoices.synth: bakeAll(), bakeVoice(name), bakeShared(), render(voice, band, onLoad), analyze(clip). It re-bakes every clip deterministically after a parameter change.

Cost

Per car: six engine sources, a skid source, a one-shot host, and a whistle or inverter source for the turbo, diesel and electric voices. That is 7 to 8 spatial voices, so 8 cars use about 60 of the mixer's 128. The per-frame script is about 0.04 ms per car, around 0.3 ms for eight. The clips are 32 kHz mono PCM loops, 256 KB resident each.

Clips

The engine loops, turbo whistle, inverter, shift sounds and pops are synthesized. The crash crunches, blow-off and the gravel and soft skid takes were made with the engine's audio generation, and the skid takes were cut into seamless loops. The tarmac squeal comes from soundstage's generated skid take, copied in so this package stands alone. They are all in clips/.

Known limits

  • #20654 — a car held at full throttle with assists off can spin its wheels without limit; the voice follows the engine's rpm, so that burnout sits on the limiter chop.
  • #20569 — the skid sound follows car.surfaceId, which torqueCars works out by ray-casting under its wheels because the wheels do not read the ground's named surfaces yet; a car that writes no car.surfaceId gets the tarmac squeal everywhere.
  • Doppler and distance — the pass-by pitch drop is the Doppler shift on the voice's spatial sources (doppler, 1 = physical, 0 = off); voices beyond maxDistance are silent, and with 8 cars about 60 of the mixer's 128 voices are used, so very large fields will steal voices.
  • #21241 / #21242 — nothing of the voice is synced: each peer builds the voice from the car's replicated car.* values, so a remote car sounds as its owner drives it.
  • #20946 — heard and measured on the native desktop engine only; the web build has not been run.

Interface

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# EngineVoice The sound of a car. Put it on a car's chassis entity, the one that carries the driving contract's `car.*` named values, and it plays the engine, gear changes, rev limiter, turbo, tyre skids and crashes from those values. It needs no sibling component: any entity that writes `car.rpm`, `car.load` and the rest gets a voice, a `torqueCars` car, another car kit, or the `EngineVoiceDemo` stand-in. It spawns local child entities, each with a spatial `Audio` source at `doppler = 1`, so passing cars drop in pitch: - six engine layers, three rpm bands times on-load and off-load. They crossfade by rpm (equal power, in log rpm) and by `car.load`, and each is pitched to `rpm / band reference rpm`; - an aux layer: the turbo whistle that follows `car.boost` (turbo, diesel) or the inverter whine (electric); - a skid loop whose volume follows `car.skid` and whose clip changes with `car.surfaceId`: tarmac squeal, gravel crunch, soft scrub; - a one-shot host for gear changes (`car.shiftCount`), overrun pops, blow-off on lift, limiter stutter pops and crash crunches (`car.impactCount`, scaled by `car.impactSpeed`). The values replicate and the component runs on every peer, so every player hears every car. ## Fields | field | default | meaning | |---|---|---| | `voice` | `auto` | `auto` follows `car.voiceId`. Set a name to force a voice: `four`, `v8`, `v12`, `diesel`, `rotary`, `turbo`, `electric`, `kart`. It can be changed live. | | `volume` | 1 | multiplier for everything this car sounds | | `maxDistance` | 160 | metres to silence | | `shiftStyle` | `auto` | `auto` reads the `Car` component's gearbox mode, falling back to the voice's default; or `manual`, `sequential`, `automatic`, `none` | | `skids`, `crashes` | true | turn those sounds off | | `doppler` | 1 | Doppler scale on every source | `:mix()` returns what the voice is doing this frame: the voice, the smoothed rpm, load and boost, the band weights, the on-load and off-load gains, the level, the skid level and kind, and the ids of its sources. Read those ids with `audio.voice(id)`. ```lua car.component.add("EngineVoice") -- voice from car.voiceId car.component.get("EngineVoice").voice = "rotary" -- switch it live print(car.component.get("EngineVoice"):mix().bands[2]) ```
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# EngineVoiceDemo A stand-in car for hearing `engineVoices` without a car. It writes the driving contract's `car.*` named values on its own entity, the same way a real car does. Each run idles, pulls through the gears at full throttle (shift sounds, rpm drops), stutters on the rev limiter, lifts off (overrun pops, blow-off) and slides across tarmac, gravel and grass, then ends in a crash. With `voice = "cycle"` it moves to the next of the eight voices after every run. With `flyby = true` it also drives back and forth past `center` at `speed` m/s, so you hear the Doppler drop. Put an `EngineVoice` on the same entity. If the scene has no `AudioListener`, the demo puts one on the active camera so the sound is heard (turn that off with `listener = false`). ```lua local e = entity.spawn("demoCar") e.position = { 0, 1, -12 } e.component.add("EngineVoiceDemo", { voice = "cycle" }) e.component.add("EngineVoice") ``` `:state()` returns `{ phase, voice, rpm, gear, runs }`.
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# EngineVoicesShowcase A listening stage for the `engineVoices` package. A player stands on a floor in front of a red plinth and a red lane. Once the player's camera is up, the entrypoint adds an `AudioListener` to it if there is none and calls `engineVoices.showcase.start()`. A stand-in car on the plinth then runs through all eight voices in turn: idle, a full-throttle pull through the gears, the rev limiter, a lift with pops and blow-off, a slide across tarmac, gravel and grass, and a crash. A second stand-in drives along the lane at 38 m/s, so the Doppler drop is heard as it passes. Use it to audition the voices or to check a change to them.
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# ev_blowoff A turbo blow-off valve: a sharp pressurised hiss as the throttle lifts at boost. engineVoices plays it on the turbo and diesel voices when the throttle closes with boost up.
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# ev_crash_heavy A heavy car crash: metal crumpling, glass and plastic breaking. engineVoices plays it, spatially, when a car hits something at high speed (car.impactSpeed above ~14 m/s).
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# ev_crash_light A light car knock: a dull bump and a short scrape of bodywork. engineVoices plays it on low-speed impacts (car.impactSpeed under ~7 m/s).
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# ev_crash_medium A medium car crash: a solid metallic thump with crunching panels. engineVoices plays it on mid-speed impacts.
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# ev_diesel_1_off Seamless one-second loop of the `diesel` engine voice (Turbo diesel) at 840 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 840 and crossfades it with the other bands and load takes.
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# ev_diesel_1_on Seamless one-second loop of the `diesel` engine voice (Turbo diesel) at 840 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 840 and crossfades it with the other bands and load takes.
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# ev_diesel_2_off Seamless one-second loop of the `diesel` engine voice (Turbo diesel) at 2160 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 2160 and crossfades it with the other bands and load takes.
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# ev_diesel_2_on Seamless one-second loop of the `diesel` engine voice (Turbo diesel) at 2160 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 2160 and crossfades it with the other bands and load takes.
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# ev_diesel_3_off Seamless one-second loop of the `diesel` engine voice (Turbo diesel) at 3720 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 3720 and crossfades it with the other bands and load takes.
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# ev_diesel_3_on Seamless one-second loop of the `diesel` engine voice (Turbo diesel) at 3720 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 3720 and crossfades it with the other bands and load takes.
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# ev_electric_1_off Seamless one-second loop of the `electric` engine voice (Electric motor) at 1200 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1200 and crossfades it with the other bands and load takes.
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# ev_electric_1_on Seamless one-second loop of the `electric` engine voice (Electric motor) at 1200 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1200 and crossfades it with the other bands and load takes.
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# ev_electric_2_off Seamless one-second loop of the `electric` engine voice (Electric motor) at 4800 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 4800 and crossfades it with the other bands and load takes.
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# ev_electric_2_on Seamless one-second loop of the `electric` engine voice (Electric motor) at 4800 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 4800 and crossfades it with the other bands and load takes.
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# ev_electric_3_off Seamless one-second loop of the `electric` engine voice (Electric motor) at 12000 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 12000 and crossfades it with the other bands and load takes.
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# ev_electric_3_on Seamless one-second loop of the `electric` engine voice (Electric motor) at 12000 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 12000 and crossfades it with the other bands and load takes.
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# ev_four_1_off Seamless one-second loop of the `four` engine voice (Four-cylinder) at 1080 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1080 and crossfades it with the other bands and load takes.
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# ev_four_1_on Seamless one-second loop of the `four` engine voice (Four-cylinder) at 1080 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1080 and crossfades it with the other bands and load takes.
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# ev_four_2_off Seamless one-second loop of the `four` engine voice (Four-cylinder) at 3000 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 3000 and crossfades it with the other bands and load takes.
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# ev_four_2_on Seamless one-second loop of the `four` engine voice (Four-cylinder) at 3000 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 3000 and crossfades it with the other bands and load takes.
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# ev_four_3_off Seamless one-second loop of the `four` engine voice (Four-cylinder) at 6000 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 6000 and crossfades it with the other bands and load takes.
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# ev_four_3_on Seamless one-second loop of the `four` engine voice (Four-cylinder) at 6000 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 6000 and crossfades it with the other bands and load takes.
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# ev_inverter Seamless one-second electric-motor inverter whine loop (1.8 kHz switching tone with sidebands and hiss). Played under the `electric` voice, louder on load.
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# ev_kart_1_off Seamless one-second loop of the `kart` engine voice (Two-stroke kart) at 2400 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 2400 and crossfades it with the other bands and load takes.
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# ev_kart_1_on Seamless one-second loop of the `kart` engine voice (Two-stroke kart) at 2400 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 2400 and crossfades it with the other bands and load takes.
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# ev_kart_2_off Seamless one-second loop of the `kart` engine voice (Two-stroke kart) at 7200 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 7200 and crossfades it with the other bands and load takes.
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# ev_kart_2_on Seamless one-second loop of the `kart` engine voice (Two-stroke kart) at 7200 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 7200 and crossfades it with the other bands and load takes.
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# ev_kart_3_off Seamless one-second loop of the `kart` engine voice (Two-stroke kart) at 13200 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 13200 and crossfades it with the other bands and load takes.
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# ev_kart_3_on Seamless one-second loop of the `kart` engine voice (Two-stroke kart) at 13200 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 13200 and crossfades it with the other bands and load takes.
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# ev_pop_1 Exhaust overrun pop/crackle one-shot, take 1 of 3. `EngineVoice` fires these at random when a v8, rotary or turbo voice lifts off the throttle at high rpm, and on the rev limiter.
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# ev_pop_2 Exhaust overrun pop/crackle one-shot, take 2 of 3. `EngineVoice` fires these at random when a v8, rotary or turbo voice lifts off the throttle at high rpm, and on the rev limiter.
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# ev_pop_3 Exhaust overrun pop/crackle one-shot, take 3 of 3. `EngineVoice` fires these at random when a v8, rotary or turbo voice lifts off the throttle at high rpm, and on the rev limiter.
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# ev_rotary_1_off Seamless one-second loop of the `rotary` engine voice (Twin-rotor rotary) at 1200 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1200 and crossfades it with the other bands and load takes.
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# ev_rotary_1_on Seamless one-second loop of the `rotary` engine voice (Twin-rotor rotary) at 1200 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1200 and crossfades it with the other bands and load takes.
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# ev_rotary_2_off Seamless one-second loop of the `rotary` engine voice (Twin-rotor rotary) at 4200 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 4200 and crossfades it with the other bands and load takes.
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# ev_rotary_2_on Seamless one-second loop of the `rotary` engine voice (Twin-rotor rotary) at 4200 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 4200 and crossfades it with the other bands and load takes.
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# ev_rotary_3_off Seamless one-second loop of the `rotary` engine voice (Twin-rotor rotary) at 8400 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 8400 and crossfades it with the other bands and load takes.
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# ev_rotary_3_on Seamless one-second loop of the `rotary` engine voice (Twin-rotor rotary) at 8400 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 8400 and crossfades it with the other bands and load takes.
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# ev_shift_auto Gear change one-shot for a torque-converter automatic: a soft driveline nudge.
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# ev_shift_manual Gear change one-shot for an H-pattern manual gearbox: a two-stage metallic clunk of synchro and dog teeth.
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# ev_shift_seq Gear change one-shot for a sequential dog box: the ignition-cut bang in the exhaust and a hard dog-ring clack.
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# ev_skid_gravel Seamless loop of tyres sliding on loose gravel: crunching stones and scrub. Cut from the generated `ev_skid_gravel_src` take with an equal-power crossfaded wrap. Used on gravel and dirt.
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# ev_skid_gravel_src Source recording of tyres sliding and scrabbling on gravel and dirt; engineVoices cuts its looping gravel skid layer from it, faded in by car.skid on loose surfaces.
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# ev_skid_soft Seamless loop of tyres sliding on soft ground (grass, mud, sand, snow): a muffled scrub. Cut from the generated `ev_skid_soft_src` take with an equal-power crossfaded wrap.
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# ev_skid_soft_src Source recording of tyres skidding on soft ground (grass, mud, sand, snow); engineVoices cuts its looping soft-surface skid layer from it.
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# ev_skid_tarmac Seamless tyre squeal loop for paved surfaces (tarmac, concrete, cobbles, rumble strips, oil), from soundstage's generated `vehicles.skid` take 3. `EngineVoice` follows `car.skid` with its volume.
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# ev_turbo_1_off Seamless one-second loop of the `turbo` engine voice (Turbo four) at 1080 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1080 and crossfades it with the other bands and load takes.
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# ev_turbo_1_on Seamless one-second loop of the `turbo` engine voice (Turbo four) at 1080 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1080 and crossfades it with the other bands and load takes.
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# ev_turbo_2_off Seamless one-second loop of the `turbo` engine voice (Turbo four) at 3000 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 3000 and crossfades it with the other bands and load takes.
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# ev_turbo_2_on Seamless one-second loop of the `turbo` engine voice (Turbo four) at 3000 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 3000 and crossfades it with the other bands and load takes.
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# ev_turbo_3_off Seamless one-second loop of the `turbo` engine voice (Turbo four) at 6000 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 6000 and crossfades it with the other bands and load takes.
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# ev_turbo_3_on Seamless one-second loop of the `turbo` engine voice (Turbo four) at 6000 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 6000 and crossfades it with the other bands and load takes.
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# ev_v12_1_off Seamless one-second loop of the `v12` engine voice (V12) at 1200 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1200 and crossfades it with the other bands and load takes.
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# ev_v12_1_on Seamless one-second loop of the `v12` engine voice (V12) at 1200 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 1200 and crossfades it with the other bands and load takes.
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# ev_v12_2_off Seamless one-second loop of the `v12` engine voice (V12) at 4200 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 4200 and crossfades it with the other bands and load takes.
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# ev_v12_2_on Seamless one-second loop of the `v12` engine voice (V12) at 4200 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 4200 and crossfades it with the other bands and load takes.
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# ev_v12_3_off Seamless one-second loop of the `v12` engine voice (V12) at 8400 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 8400 and crossfades it with the other bands and load takes.
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# ev_v12_3_on Seamless one-second loop of the `v12` engine voice (V12) at 8400 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 8400 and crossfades it with the other bands and load takes.
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# ev_v8_1_off Seamless one-second loop of the `v8` engine voice (Cross-plane V8) at 840 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 840 and crossfades it with the other bands and load takes.
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# ev_v8_1_on Seamless one-second loop of the `v8` engine voice (Cross-plane V8) at 840 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 840 and crossfades it with the other bands and load takes.
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# ev_v8_2_off Seamless one-second loop of the `v8` engine voice (Cross-plane V8) at 2520 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 2520 and crossfades it with the other bands and load takes.
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# ev_v8_2_on Seamless one-second loop of the `v8` engine voice (Cross-plane V8) at 2520 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 2520 and crossfades it with the other bands and load takes.
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# ev_v8_3_off Seamless one-second loop of the `v8` engine voice (Cross-plane V8) at 5040 rpm, off load (coasting / overrun, quieter). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 5040 and crossfades it with the other bands and load takes.
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# ev_v8_3_on Seamless one-second loop of the `v8` engine voice (Cross-plane V8) at 5040 rpm, on load (full throttle, harsh, more low harmonics). Baked by `engineVoices.synth`; `EngineVoice` pitches it by rpm / 5040 and crossfades it with the other bands and load takes.
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# ev_whistle Seamless one-second turbocharger spool whistle loop (2.4 kHz turbine tone plus air). `EngineVoice` pitches it by `car.boost` and fades it in with boost and load, for the `turbo` and `diesel` voices.
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# engineVoices.showcase Lets you hear all eight engine voices with no car in the world. `start()` places a stand-in car (`EngineVoiceDemo` + `EngineVoice`) 12 m in front of the listener. It sweeps idle, the gears, the rev limiter, overrun, a slide across three surfaces and a crash, then steps on to the next voice. A second stand-in drives past at 38 m/s for the Doppler drop. If the scene has no `AudioListener`, one is added to the active camera. `stop()` removes them. The `EngineVoicesShowcase` scene in this package calls it on load. ```lua local Showcase = require("engineVoices.showcase") Showcase.start() -- every voice, plus a fly-by Showcase.start({ voice = "rotary", flyby = false }) Showcase.stop() ```
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# engineVoices.synth The deterministic generator behind the engine voices, and the analysis that checks them. Re-run it after you change a voice's parameters in `engineVoices.voices`. Nothing at runtime requires it. Each loop is one second of 32 kHz mono PCM. A loop holds a whole number of engine cycles: every band's reference rpm gives a cycle frequency that is a whole number of Hz (rpm/120 for four-strokes, rpm/60 for two-strokes and the rotary). Firing pulses (gamma-shaped pressure pulses plus combustion-noise bursts) are placed modulo the loop length. Every filter (two-pole low-pass, RBJ band-pass pipe resonances, a DC-blocking high-pass) runs over the buffer twice, so its state wraps, and the result loops with no seam. Per-cylinder imbalance, per-firing amplitude and timing jitter, misfires (kart four-stroking, rotary brap), per-bank pipes and delays (V8 cross-plane burble, V12 banks), diesel knock and valvetrain ticks shape the character. A tanh drive stage gives the on-load takes their extra harmonics. Loudness is set per take: on-load at 0.2 RMS and off-load at about 0.085. ```lua local Synth = require("engineVoices.synth") Synth.bakeAll() -- 48 loops + shared clips, about 6 s Synth.bakeVoice("v8") -- one voice's six loops Synth.bakeShared() -- whistle, inverter, shifts, pops, skid loops local x, ref = Synth.render("kart", 1, true) -- samples without baking Synth.analyze("ev_v8_2_on") --> { peakHz = 168, firingHz = 168, peakOverFiring = 1, harmonicShare = .., rms = .. } ``` `bakeShared` builds the tarmac squeal from soundstage's generated `ss_vehicles_skid_3` take when soundstage is installed. It builds the gravel and soft loops by cutting the steady middle of the generated `ev_skid_*_src` takes and crossfading the wrap.
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# engineVoices Checks the voice table, voice selection and the synthesis, without playing audio: - **Voices**: the eight voices in `car.voiceId` order, each with its own id, a label and sane idle / redline / limiter values. An unknown voice raises. - **Selection from car values**: `nameOf` / `idOf` are inverse, out-of-range ids fall back to the four, and every torqueCars engine's `voiceId` selects the voice its catalog entry names (skipped without torqueCars). - **EngineVoice helpers**: `attach` adds the component (`auto` by default), attaching again updates the same component, `set` switches the voice, an unknown voice raises and `detach` removes the component. - **Following rpm**: `firingHz` per engine type (four-stroke, two-stroke kart, rotary, electric motor order) is linear in rpm. Every voice's three band references ascend and give a whole number of cycles per second (seamless loops). The baked `ev_four_2_on` loop peaks exactly on its firing frequency. - **Following load**: every on-load take is louder than its off-load take, in the specs and in rendered samples (v8 band 2). Rendering is deterministic. - **Tables**: every clip the runtime plays resolves (48 loops, aux, shifts, pops, crashes, blow-off, skids), `loopName` spells the clip names, and the skid sound per surface follows driveSurfaces' order. It leaves alone the per-frame mix of a live `EngineVoice` (band weights, smoothing, limiter stutter, pops, Doppler) and actual playback, which run only in play with an audio listener. It also does not re-bake any clips. Stand-in cars are spawned far below the play area and despawned after each test. Run it in edit mode: ```luau return asset.resolve("engineVoices", "testSuite"):run() ```
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# engineVoices.voices The eight engine voices, in the order `car.voiceId` uses: `four`, `v8`, `v12`, `diesel`, `rotary`, `turbo`, `electric`, `kart`. The module holds each voice's description and its default idle, redline and limiter rpm, plus the synthesis parameters that `engineVoices.synth` bakes it from. It also holds every clip the runtime plays (static identities, so a publish pins them), the skid sound for each `driveSurfaces` surface, and the calls that put a voice on a car. `EngineVoice` is the component that calls it at runtime. Game code calls `attach`, `set` and `names`. ```lua local Voices = require("engineVoices.voices") Voices.names() --> { "four", "v8", "v12", "diesel", "rotary", "turbo", "electric", "kart" } Voices.attach(car) -- EngineVoice on the chassis, voice from car.voiceId Voices.attach(car, "v12") -- forced voice (or Voices.set(car, "v12") later) Voices.detach(car) Voices.get("v8").blurb -- "Cross-plane V8 rumble and burble: ..." Voices.surface(5).skid --> "gravel" Voices.firingHz("v8", 3000) --> 200 ``` The calls are `names()`, `has(name)`, `get(name)`, `nameOf(id)`, `idOf(name)`, `loopName(voice, band, onLoad)`, `firingHz(voice, rpm)`, `clips()`, `surface(id)`, `attach(car, voice?, volume?)`, `set(car, voice)` and `detach(car)`.
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backing path · engineVoices.package

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