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Interesting article. EngineSim is good to know about. Clipping the audio when it is == 0 is also a good insight. I usually do the [sample][sample but backwards] trick to make it 'seamless' but that is only because clipping at 0 didnt occur to me lol.

I'd be interested in knowing you you did the skidding sounds. For my  car game I had to search 'electric car drifting' or thereabouts, and grab a portion of the audio from that. Did something similar for engine noise as well. Not ideal as you don't have much control over the output and probably not licenceable in a paid game

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I found some cc0 audio on freesound.org (or maybe it was in some giant sound asset pack I bought for $15 years ago) of a car skidding and then crashing into a barrier. I extracted just the skidding part and used the One Simple Trick of turning a somewhat homogeneous sound into a loop with Audacity:

  1. Cut the sound in the middle, into two parts
  2. Move the second part before the first part
  3. Select an area around the border of the first and second part
  4. Effect -> Crossfade Clips
  5. Do the 0 volume treatment to avoid clipping

and that’s it, it was one of the easiest sounds to make. I should update the post with that too