   Sound in a car racing game
  Hi,I am working on a car-racing game, but i don't know how to handle car's sound :sfor example, the sound of the engine whn the speed increase, whe the car get started ...i hope some one will help soon!   
  wrong forum. post some code, what language and lib are you using?. You have to be more explanatory   ;  i am using irrklang in C++   ;  The sound of engine depends of rpm.More rpm more ferquency.   ;  what is rpm?   ;  Rotations per minute of engine.When you press the acelarator increase rpm.   ;  ok thaks   ;  There is also the Doppler Effect.To quote wikipedia, "For waves that propagate in a medium, such as sound waves, the velocity of the observer and of the source are relative to the medium in which the waves are transmitted. The total Doppler effect may therefore result from motion of the source, motion of the observer, or motion of the medium."This is what happens when an observer is stationary and a fast car is approaching.  As the car begins far away, reaches the observer, and then finally moves away, there is a palpable shifting of received sensory frequencies.Just something to consider.  May add some realism.   ;  In some racing games there are multiple engine sound files - for low, medium and high RPM for example. You blend these sounds according to the RPM. I think there's also a sound for when the car is stationary and in neutral.   