Where did REV come from?
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Transcript Where did REV come from?
Crankcase Audio Inc. presents…
Realistic Engine Virtualization
Crankcase Audio Inc.
Who are we?
• John Twigg: Software Engineer
Queen’s Electrical Engineering
Piranha Games; Blackbox Games; Criterion Games; United Front
Games; London Investment Bank
Currently working in mobile social casual games
• Adam Boyd: Sound Designer
SFU School for the Contemporary Arts (Film, Communications)
Electronic Arts Canada, Blackbox Games
Currently freelance (Blur, Spyro, Modern Warfare 3)
Together we have over 18 years of experience in game sound design and engineering specifically focused on the creation of believable engines
What is Rev?
• It is a vehicle engine simulator built
specifically for games that captures and
reproduces the character of an acceleration
ramp
• REV includes:
• A PC tool providing easy spectral analysis, engine
cycle tracking and playback in a simulation
• A cross-platform runtime component
Where did REV come from?
• White papers concerning musical instrument
modeling and speech synthesis;
• Investigation into spectral analysis and
additive synthesis;
• Inspiration from granular wavetable synthesis
software such as Reason: Malström
Why choose REV?
1) Prefabricated solution to a complex problem
Representative of two years development time - many have tried and failed,
or stalled in their attempts (i.e. Rockstar, unnamed audio middleware
developers)
2) Significant end-user time savings
Simulation supports rapid iteration – very low turnaround time
2/3 reduction over traditional loop model building
3) High quality sound
Demonstrably superior to loop-based models (increased aggression and
believability)
Competitive advantage (your engine sounds don’t have to hide in the mix)
4) Simplicity of implementation
User friendly tool, easy for a junior sound designer to master
Simple ‘loopless’ model (fewer moving parts means fewer voices)
Full runtime source distribution (easy to customize, easy to debug)
What is included in the REVruntime?
• Plug-in style design
Graintable player in two flavors
Single Ramp model (acceleration ramp only, filtered decel)
Full model (accel, decel, idle and pops)
Audio Engine Simulator
Upshift/downshift patterning
Clutch modeling
Pop simulation
Physics Simulator
Vehicle weight
Braking force
Engine torque
Detailed tech brief
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ADPCM 3.7:1 data compression ratio
Butterworth Filtering
Notch Filtering
Multithreaded plug-in style architecture
Currently embedded in DirectX
STD C++ lib dependencies
Current CPU usage: 0.96% of 2.7 GHz core (single
ramp)
• Memory footprint: 4Kb for Single Model, 8Kb for
Full Model