Realistic Engine Sounds 2 – Pro Edition


Simulate engine sounds based on your vehicle's engine rpm, load and other values. A must-have asset for racing games! Easy to use, just drag and drop prefabs on compatible vehicle physics controllers.


by Skril Studio


★★★★★ star rating
Price History +

This asset is targeting developers working on racing games with existing vehicle physics simulations. Compatible with many popular Unity Asset Store vehicle physics simulators. The number of compatible vehicle physics controller assets will expand over time. Ideal for racing games and beyond, enhancing vehicle engine sounds. From an open world game to a simple casual mobile game, it comes handy when a vehicle needs nicer engine sound! Realistic Engine Sounds 2 - Pro Edition has an engine sound tester scene that has a basic car engine simulator, which is a good start for making a car engine soundboard app or for making a 2D game!   Online Documentation.pdf   Easy to use: drag-and-drop prefabs on your vehicle - this is only true for those car physics controller Unity assets that already has the pre-made compatibility. Realistic Engine Sounds 2 currently has pre-made compatibility for 10 vehicle physics simulator Unity assets, and an example compatibility too is included for custom made car physics controllers. 50 complete engine sound packs - each has 40 wav files (20 for exterior and 20 for interior view), 2000 wav files dedicated solely to engine sounds.   Explore this video playlist featuring all included sound packs: Link   Turbo, Supercharger, Muffler crackle, Straight Cut Gearbox, and Gear changing SFX comes with sound controller scripts and prefabs (simply drag and drop these prefabs on engine sound prefabs).   *This package does not contain any car physics controllers, or any 3D models of vehicles.*   This asset can be imported into Unity 2019.4. too.   Sound controller script can do the following:
  • Optimize itself (it will pause or delete those audio sources that can't be heard because of their low volume or because of their distance from the audio listener). This depending on the prefab's optimization settings and it can be disabled too. By default it is set to "Pause" mode.
  • Change the engine sound based on how the camera looks at the vehicle. It will sound differently if the camera is looking at the front or at the back of the car. This feature is the Dynamic Audio Mixer.
  • Enhance engine sounds with an "aggressiveness" SFX, suitable for simulating engine upgrades in a street racing game, mimicking open exhaust systems, a lost muffler, etc. :D
  • Add valve SFX, which will play valve sounds as much as the vehicle's engine rpm without changing the sound clip's pitch! Ideal for adding noise in the vehicle's engine bay, also good for mimicing that when the vehicle's hood got opened (when player does an engine repair or something like that). For example: enable this SFX when the player opened the engine hood.
  • Engine load "shake" will "shake" the engine load value for a short time right after the player hit the gas pedal. Used to mimic racecar, or truck engine behaviour.
  • Wind noise SFX adds a subtle yet crucial detail that might go unnoticed if it's there, but you'll definitely notice its absence. It adds a sense of realism and completeness to the experience.
  • Reverse gear SFX plays a whining noise when the vehicle is going in reverse.
  • Reverse gear's beeping warning sound is played when the vehicle is in reverse gear. By default, this SFX is disabled, but you can enable it for any engine sound prefab.
  Realistic Engine Sounds 2 has three editions: Lite, Plus and Pro. You can browse all editions here.   FAQ: - What are the differences among Lite, Plus and Pro Editions? The difference is how much sound files they have, the engine sound controller script is the same in all editions. - What are the differences between RES1 and RES2? Sound controller script has been rewriten from zero, created a new custom editor to make it easier and faster to create new engine sound prefabs, many new features have been added to the sound controller. Additionally, all wav files has been re-recorded or remastered, + 1850 new wav files has been added. - Are RES1 prefabs compatible with RES2? Yes, but they may need small tweaking. - Will my custom compatibility script made for RES1 will work with RES2? No, you need to do some changes to your custom script written for RES1. In most cases you just need to add "SkrillStudio" namespace to your script. - Do I need to re-add all Realistic Engine Sounds prefabs to my vehicles after upgrading from RES1 to RES2? Yes, you need to delete the old RES1 prefabs form your vehicles and then add the new RES2 prefabs. This is needed because all RES2 prefabs have new audio clips and new values.   Can't find the sound pack you're looking for? Send your own recordings to me and I will turn them into a complete engine sound pack!   List of All Engine sound Packs that comes with Pro Edition: - Bike 125 ccm - Bike 600 ccm - Bike 660 ccm - Bike 1000 ccm - Truck Classic - Truck Modern - Bus Classic - Bus Modern - i4 German 1 - i4 German 2 - i4 German 3 - i4 Japanese 1 - i4 Japanese 2 - i4 Serbian - Diesel 2.5 German - i6 German - i6 German FREE (available for free in the Asset Store) - i6 German 1 Sport - i6 German 2 Sport - i6 German 3 Sport - i6 Japanese 1 - i6 Japanese 2 - Boxer German - Boxer Japanese 1 - Boxer Japanese 2 - Rotary x3 - Rotary x7 - Rotary x8 FREE (available for free in the Asset Store) - Rotary x8 - 1 - Rotary x8 - 2 - Rotary x8 - 3 - Rotary 4 Rotor - V6 Japanese 1 - V6 Japanese 2 - V8 American – Classic - V8 American – Classic 2 - V8 American – Modern - V8 American – Modern 2 - V8 Italian 1 - V8 Italian 2 - V8 Italian 3 - V8 Formula 1 - V8 German - V8 German 1 Sport - V8 German 2 Sport - V8 German 3 Sport - V10 German - V10 Italian - V12 British - V12 Italian   Comes with pre-made compatibility made for the following vehicle physics controller assets:   You can find tutorials on Youtube and in the Documentation.pdf. If you have suggestions or problems, feel free to contact me in Email, Facebook, or fill out the contact form on my website.