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Engine in pictures.

Unity screenshots of Engine, with scene states, sound graphs, and steps to try.

04 / A little drive. Start the engine, raise the throttle, then try a horn or gear change. The running sound uses layers whose speed and loudness change with the demo’s RPM and load values.

These are real Unity captures with the scene’s own models, camera, and controls. Select a picture to enlarge it, or open Try this in Unity below it for the steps. The graph close views explain individual parts of the full graph.

All screenshot galleries · Read how signals trigger another action

Read the complete Engine walkthrough for controls, graph flow, and code.

The engine idles

The engine is running at about 950 RPM with no throttle. The scene keeps the Engine play available for changing parameters and receiving signals.
Engine in Unity: the engine idles. The real scene controls and status readouts are visible.

The engine is running at about 950 RPM with no throttle. The scene keeps the Engine play available for changing parameters and receiving signals.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/04-Engine/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Start the engine and leave the throttle at zero.
  3. Wait for ignition to finish and the readout to settle near 950 RPM.

More throttle, higher RPM

The throttle is at 92% and the engine has climbed above 6,000 RPM. The demo updates Rpm and Load while the engine layers continue playing.
Engine in Unity: more throttle, higher RPM. The real scene controls and status readouts are visible.

The throttle is at 92% and the engine has climbed above 6,000 RPM. The demo updates Rpm and Load while the engine layers continue playing.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/04-Engine/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Start the engine and raise the throttle slider to 92%.
  3. Let the car accelerate for several seconds.

A horn and a gear change

The car is now in second gear after the Shift and Horn signals. Their short sounds can play alongside the engine loops.
Engine in Unity: a horn and a gear change. The real scene controls and status readouts are visible.

The car is now in second gear after the Shift and Horn signals. Their short sounds can play alongside the engine loops.

Try this in Unity
  1. In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/04-Engine/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
  2. Start the engine, raise the throttle, and let the car accelerate.
  3. Use the Shift and Horn controls while the engine keeps running. Capture during the short cues.

A graph connects blocks called nodes to control a sound. The Inspector holds the event’s playback settings. The pictures below show the saved graph and settings; a full graph is an overview, so use the close views to read smaller fields.

The complete Engine graph

The groups separate ignition, running layers, Horn and Shift signals, and the shutdown sound.
Engine in Unity: the complete Engine graph. The graph nodes and their connections are visible.

The groups separate ignition, running layers, Horn and Shift signals, and the shutdown sound.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/04-Engine/Engine.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Frame the entire graph for an overview. Use the close views on this page for small labels.

Turn RPM into sound controls

The normalized Rpm value changes playback speed and the balance of the engine layers. Remap Float converts its 0–1 input into the range needed by the sound.
Engine in Unity: turn RPM into sound controls. The graph nodes and their connections are visible.

The normalized Rpm value changes playback speed and the balance of the engine layers. Remap Float converts its 0–1 input into the range needed by the sound.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/04-Engine/Engine.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Turn RPM into sound controls” on this page and zoom in to read their fields and connections.

Add the engine load

Load passes through a remapping node and is multiplied with the layer's volume control. This lets throttle affect the sound without starting a new event.
Engine in Unity: add the engine load. The graph nodes and their connections are visible.

Load passes through a remapping node and is multiplied with the layer's volume control. This lets throttle affect the sound without starting a new event.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/04-Engine/Engine.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Add the engine load” on this page and zoom in to read their fields and connections.

Respond to Horn and Shift

Each On Signal node triggers a short cue. The running engine does not need to stop for either signal.
Engine in Unity: respond to Horn and Shift. The graph nodes and their connections are visible.

Each On Signal node triggers a short cue. The running engine does not need to stop for either signal.

Try this in Unity
  1. Exit Play Mode.
  2. In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/04-Engine/Engine.soundgraph.
  3. Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
  4. Find the nodes described under “Respond to Horn and Shift” on this page and zoom in to read their fields and connections.
DEV505 / SOUND LABChecked with Unity 6000.6.0f1 · Revision 746a1cc