openjutsu
영상에서 원클릭으로 인물 교체, ComfyUI·MiniMax H3 기반 오픈소스 로컬 힉스필드 겐주츠 대안, FLUX.3 Klein 재조명 지원
W키로 가속, 좌·우 화살표로 함선 전환, 헤드폰 사용 권장, 엔진 음높이·기계 부하 소리 청취
Interactive Audio Sandbox Controls: Hold W to accelerate; use the left and right arrow keys to switch ships. For the best experience, use headphones. Listen for: engine pitch, mechanical strain, an…
미디어GitHub @deniztuglu온라인운영자 미확인
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저장소 정보는 아직 수집하지 않았습니다.
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
Playable Unity + FMOD engine-audio sandbox: a C# controller drives RPM and Load parameters for layered engine sound.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A playable spaceship prototype where player input drives engine sound in real time. A C# controller turns throttle into RPM and Load values and streams them to FMOD, which blends engine layers, bends pitch, and fades in mechanical strain as the ship accelerates.
▶ Play it in the browser: deniztugluaudio.com/demo (hold W to accelerate, ← / → to switch ships, headphones recommended)
Player input (throttle) → SpaceshipController.cs → Engine_RPM + Engine_Load → FMOD event → layered engine sound
C# controller — Assets/Scripts/SpaceshipController.cs
idleRPM and maxRPM.Mathf.SmoothDamp, using separate spool-up (timeToReachMax) and spool-down (timeToDropToIdle) times, so engines rev and settle believably.setParameterByName, and keeps the event's 3D position in sync with the ship.FMOD event — TechDemoFMOD/
Assets/Plugins/FMOD).TechDemoFMOD/; built banks are in Assets/StreamingAssets/.Assets/Scenes/Main.unity and press Play.My code in this repository is MIT licensed (see LICENSE). Third-party assets keep their own licenses: the FMOD for Unity integration, TextMesh Pro, the spaceship models, the skybox image, and the shaders/UI credited above.
More of my work: deniztugluaudio.com · LinkedIn