Hey,
About custom engine sounds, here's how it works :
It requires several engine sound loops, at different RPM, and taking into account the RPM value that you fill in your filename, it will pitch the loops to make them match during the transition between two loops.
So if you want an engine to sound good you should fill in the right value, or at least proportionnal values (that sometimes, can be a bit complicated...).
Let's say you have a loop at 2500Rpm and another one at 5000Rpm, even if they are not exactly at 2500 and 5000Rpm, the main frequency from loop5000rpm has to be twice the loop2500Rpm's main frequency. And so on.
If remember correctly in TM²Stadium Rpm goes from 75 (idle) to 11000 (full range, switch gear). But in Canyon (And Valley) it goes from 2500Rpm (idle) to 11000Rpm.
A way to manage to make loops match between each other could be by starting with your "reference loop", let's say the lowest-pitched one (for example 2500Rpm).
1. Drag&drop it to Audacity, and drop the next one also (5000Rpm).
2. Listen to both at the same time, then change the 5000rpm sound's pitch, so that the 2 files sound in tunes, like in a musical way, the same note but an octave higher. (In audacity don't use "Change Pitch" but "Change Speed", it's the same except that change speed is more accurate).
3. Here are two loops working fine together
It get's more complicated if you want to add a loop in between, like 7500, that is 1.5 times 5000 and not 2 times like the previous example. You can do it by :
1. Pitching this next loop so it matches 10000Rpm.
2. Writing down the percentage of "speed modification" you had to use to make it work.
3. And then do some simple math to find the right percentage for the desired value (here 7500Rpm).
4. Use this percentage to edit the original file ! Don't try to go backward on an already pitched file, it will ruin it.
Yes that sounds like a lot of work, but this is the complicated way to make a relly clean engine sound, but approximative engine sound, without all those complicated stuffs, can also work, the most important thing is the sound itself (needs to be fun to race with

), and the loops quality (Make sure they loops perfectly, and that there is no little sound that you can distinguish inside the loop, because by looping it can become pretty anoying..)
You can create many loops and fill in their filename what's the loop about :
loop_("xxxxx")Rpm_("throttle" or "release")_("engine", "exhaust" or "body")
"body" is supposed to be the engine sound inside the car, right now in Stadium, it's used for the engine "bass" sound, so i guess it will not be working perfectly as a "body engine sound".
I'll let you know if there are any evolutions on this matter.
_Domi wrote:Engine sound is way too quiet on 5.1 surround system, take a look at that issue please. I have no problems in Forever, but here I can hear engine just on my middle speaker and that is way too quiet.
We are going to take a look at it indeed, thanks for the report _Domi.