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tokyo-wangan-racing/docs/ROTARY_SOUND.md
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jesse dae30fd22e
CI / quality (push) Successful in 1m4s
RX-7 audio v2: turbo whistle + exhaust from the action-cam library
- Scanned b-action-cam-footage/clipchamp (99GB, 5 videos of the FD):
  extracted audio NAS-side via linuxserver/ffmpeg container (stream-copy),
  scanned 69min return drive per-second for engine tonality + whistle
  prominence (1.5-9kHz peak vs band median)
- New rev loop: 985-993s highway pull — 0.0Hz pitch drift over 8s,
  whistle ~1.7kHz at +33dB, exhaust + turbo captured together (seam 0.001)
- New whistle-only loop: same pull high-passed 1.2kHz — isolated spool
- SoundController: optional per-car Whistle layer that rides boost
  (throttle held at speed): fades in past 25% speed, pitch 0.9->1.35
- ROTARY_SOUND.md updated; three .ogg uploads needed in Studio now
2026-07-22 02:26:45 -04:00

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Status: loops are BUILT ✅ — awaiting Studio upload

Real 13B loops extracted from the owner's own footage. v2: rev + turbo whistle now come from the action-cam library (/mnt/user/data/b-action-cam-footage/clipchamp/, 99 GB scanned — same car), which captured the turbo + exhaust together far better than the first source.

  • assets/audio/rx7_idle_loop.ogg — 15.9 s steady idle (~99 Hz fundamental, from the 2026-07-10 session; seam jump 0.001)
  • assets/audio/rx7_rev_loop.ogg — 7.9 s whistle-rich highway pull (~124 Hz, from 20260510-Return..., window 985-993 s: 0.0 Hz pitch drift across 8 s, turbo whistle ~1.7 kHz riding +33 dB over the band; seam jump 0.001)
  • assets/audio/rx7_whistle_loop.ogg — the SAME pull high-passed at 1.2 kHz: isolated turbo whistle, layered in-game on top of the rev loop and faded in/up with "boost" (throttle held at speed) for the authentic spool sound
  • Masters (.wav + .ogg) mirrored to the NAS: .../001-1993 Mazda RX-7/sound/

Remaining (owner, in Studio): upload the three .ogg files (Asset Manager → Import, or Creator Dashboard → Audio), wait for moderation, then paste the three asset IDs into CAR_SOUNDS.rx7_fc in src/client/SoundController.luau.

More source material exists in the other clipchamp sessions — the extraction is repeatable (method below).


Pipeline reference (how the loops were made / how to redo them)

The RX-7 must sound like a rotary. The pipeline: the owner's own recordings → processed into two seamless loops on this workstation → uploaded in Studio → IDs pasted into SoundController.CAR_SOUNDS.

What the game needs (two loops)

Loop Content Length
Idle Engine idling, steady. The rotary lope/brap at rest. 5–10 s
Rev Held at steady mid-high RPM (~4–6k), NOT a sweep. 5–10 s

Steady-state matters: the game pitch-shifts and crossfades these, so a loop recorded during rising RPM will "wander" audibly. A long recording containing steady sections is fine — the good seconds get cut out in processing.

Step 1 — Record (or use existing video)

Any source works: phone video, GoPro footage, a Zoom H5 recording. Existing videos of the car are fine — audio gets extracted. Best results:

  • Record OUTSIDE the car, mic a few feet from the exhaust.
  • Get ≥10 s of steady idle and ≥5 s of held revs.
  • Avoid wind over the mic and people talking.

Drop the files on the NAS next to the reference photos:

unraid-1:/mnt/user/data/yy-roblox-games/0-fast-n-furious-sim/001-1993 Mazda RX-7/sound/

Step 2 — Process into seamless loops (this workstation)

Hermes does this — the box already has ffmpeg + numpy/scipy (avsync-research venv). Ask and it happens; for reference the recipe is:

  1. Extract audio: ffmpeg -i clip.mp4 -vn -ac 1 -ar 48000 raw.wav
  2. Find a steady window (visually via spectrogram, or scripted RMS/pitch scan).
  3. Cut the loop at zero-crossings and apply a short equal-power crossfade from the tail onto the head so the seam is inaudible: loop-body + (last ~150 ms faded out, overlaid on first ~150 ms faded in).
  4. Normalize to about -3 dBFS peak, export .ogg (smaller upload, Roblox-native): ffmpeg -i loop.wav -c:a libvorbis -q:a 6 rx7_idle_loop.ogg
  5. Verify: play the file on repeat (ffplay -loop 0) — no click, no wander.

Outputs: rx7_idle_loop.ogg + rx7_rev_loop.ogg, copied back to the NAS sound/ folder and kept in assets/audio/ locally (small enough to commit).

Step 3 — Upload in Studio (owner)

  1. Studio → View → Asset Manager → Import (or the Creator Dashboard → Development Items → Audio) → upload both .ogg files.
  2. Audio uploads require an ID/phone-verified account; private audio uploaded to YOUR account is playable in YOUR experiences — exactly our case.
  3. Copy each asset ID after moderation clears (usually minutes).

Step 4 — Wire in

In src/client/SoundController.luau, uncomment and fill:

local CAR_SOUNDS: { [string]: EngineSounds } = {
	rx7_fc = {
		Idle = "rbxassetid://<idle id>",
		Rev = "rbxassetid://<rev id>",
	},
}

Rebuild, playtest, adjust IDLE_PITCH_* / REV_PITCH_* / CROSSFADE_* to taste. Done — the RX-7 braps.

Why not a toolbox rotary?

Searched; candidates exist (e.g. "13B ROTARY ENGINE SOUND", id 118059219867199) but can't be auditioned outside Roblox (asset downloads require auth), most are short unloopable rips, and rights are murky. The owner HAS the real car — its actual engine is strictly better than any stranger's rip. Toolbox is the fallback only if recording proves impractical: audition in Studio before committing to one.