For those not familiar with FMod, FMod is a design suite that allows a sound designer to plug in audio samples and adjust variables, which then outputs code that can be delivered to your programming team for implementation in your video game. FMod is very powerful and has quite a number of unique features, one of which is the “engine designer” which can make a very passable car audio sound quickly. As with any sample-based system, the quality of the samples has a drastic effect on the quality of the output. FMod’s Youtube page has a series of tutorials by Stephan Schutze, and the latest covers how to capture and manage your source material for integration with the FMod Engine Design tool.
I appreciate the time Stephan takes to discuss the important considerations in mic placement on the car, for example in the engine bay, heat and moving objects are the main concerns. Attachment methods sometimes need to be creative. Out back, heat is again a main concern, as exhaust gasses can approach extreme temperatures on an extreme car.
More interestingly, at about the 7:00 mark, Stephan shares a tip on capturing the “on-load” sound: put the car in low gear, apply the brake, and drive in a controlled manner, holding RPM. Assuming the brakes are quiet (and that can be quite the assumption) this is a nifty trick for adding load on the engine.
Once you have your samples accumulated, you’ll want to watch Tutorial #6 which deals with implementing into FMod Engine Designer. I’ve got it for you here:
The nod to Greg Hill is excellent, by the way.