
Dynamic City Soundscape and Car Audio
The main focus of the project was to develop my audio programming skills. A solution to the problem of car audio was implemented in the Ureal Engine using Wwise. The pitch and volume of the engine adjusts dynamically based on the engine revs. A wide range of audio programming problems such as ambient noise, reverb, dynamic tyre noise and more are also present in the final solution.
​

Engine and Tire Noise
The car has a realistic engine that works like one in the real world. As the cars revs increase so too does the pitch and volume of the engine noise. The sound and playback speed of the tire noise increases as the cars speed increases. Tire noise also adapts based on the surface driven on.
Other sound
There are lots of other sound engine components around the scene. A one-shot sound in the form of a car horn can be played. If this or any other sound is played in a tunnel or garage, the reverb zones within these structures will aplly realistc reverberation to the sound. Sounds attenuate as expected and are balanced for the best listening ecxperience.
