![](/static/253f0d9b/assets/icons/icon-96x96.png)
![](https://lemmy.world/pictrs/image/0943eca5-c4c2-4d65-acc2-7e220598f99e.png)
It’s certainly simpler than Forza et al, but there’s an open-source racing simulator, called Speed Dreams: https://www.speed-dreams.net/
If you watch the “Latest Release” video, there’s some engine sounds in that.
They seem to have a bunch of samples for how different car models’ engines sound: https://sourceforge.net/p/speed-dreams/code/HEAD/tree/tags/2.3.0/data/data/sound/
And then they modulate that in code, based on the car’s speed, gear, turbo etc.:
https://sourceforge.net/p/speed-dreams/code/HEAD/tree/tags/2.3.0/src/modules/sound/snddefault/CarSoundData.cpp#l171
They also do that for gear changes, tyre sounds, collisions and backfires.
From what I know about audio, I would expect AAA games to still use the same approach of recordings+modulations.
While it is possible to fully synthesize an engine sound, it doesn’t help you much with making it sound right in all different situations.
For others wondering what’s wrong with UUIDv4:
I guess, this means with these new UUIDs, ideally you only create UUIDs on systems that are hooked up to NTP, though I guess, it won’t really be worse than UUIDv4 either way.