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Playable Unity + FMOD engine-audio sandbox: a C# controller drives RPM and Load parameters for layered engine sound.
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查看完整 README ↗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