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REV is an all-in-one solution to implementing a realistic sounding vehicle in your video game. It works in the frequency domain to allow bi-directional and variable speed playback of recorded accelerations, rather than simply looping a flat section at a static RPM.

In other words, with REV you can scrub through a recording of an accelerating (or decelerating) vehicle, either forwards or backwards, as quickly or slowly (to the point of steady-state) as necessary, all in real time – giving the illusion of realistic driving and dynamic RPM changes, without artificially altering the pitch of the source recording.

By preserving the pitch profile of the content, REV maintains the realism, character, and most importantly, the perceived power of the engine as it was recorded.

Easily integrated into your game

REV has been distributed on all major platforms using all the major platform and middleware providers. If you're using a custom implementation, source can be provided. 

Compatible with all platforms

REV has shipped on all major hardware providers.


We've been in some of the best games in the industry

We've been fortunate enough to work with the most talented sound designers in the industry and had a presence on some of the largest titles out there. 

With some of the best companies


WHAT IS REV

REV is an all-in-one solution created specifically to facilitate the creation and implementation of amazing sounding vehicle engines for video games. It includes two main components:

 

HOW DO I GET IT

  • You can download the PC Demo of REV Editor from the downloads section.

  • We offer licensing terms on a per title basis. Prices are listed in the Pricing section of this site.

 

WHAT IS INCLUDED WITH REV?

  • A PC tool providing easy spectral analysis, engine cycle tracking and playback in a simulation mode

  • A runtime component supporting, either C++ or C#/Mono allowing the playback of the engine content.

 

WHAT PLATFORMS DOES IT SUPPORT

  • The REV Runtime component is platform agnostic. It runs on any hardware that supports a C++/C# compiler that allows an audio buffer to be written to.

  • REV has been run on PC, Mac, iPhone, Android, WinPhone, Xbox 360/One, PS3/4

  • A more interesting question is what middleware does it support.

 

WHAT MIDDLEWARE DOES IT SUPPORT

  • Audiokinetic Wwise : We have a partnership agreement with AK that makes it very easy to integrate REV into a game that is using Wwise.

  • FMOD : We offer an FMOD designer/studio DSP plugin implementation of REV that has shipped on several games

  • Unreal Engine : We have an unreal engine implementation

  • DirectX

  • Audio Units (iPhone)

PERFORMANCE

  • Memory: take up the bulk of the memory. It utilizes ADPCM compression at 3.7:1. Models range from 500K to 2 Megs approx.

  • Memory: A single REV Instance take 8K memory

  • CPU : 0.96% on a 2.7ghz core for a Single Ramp, x2 for a Full Model (Accel/Decel)

WHY SHOULD OUR TEAM CHOOSE REV?

  • Prefabricated solution to a complex problem

  • Representative of two years development time – many have tried and failed, or stalled in their attempts

  • Significant end-user time savings :

  • Simulation supports rapid iteration – very low turnaround time

  • 2/3 reduction over traditional loop model building

  • 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)

  • 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 MAKES UP THE REV RUNTIME?

  • Plug-in style design

  • REV 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

  • Physics Simulator

    • Vehicle weight

    • Braking force

    • Engine torque

 

 

REV TachOMETER Simulator

Hear the results of REV right away and download this stand alone simulator of a virtual vehicle. Rev the throttle and hear the results.

This demo uses Unity 3d

REV Authoring Tool

Download a trial demo of the REV Content Authoring Tool

Thanks to Max at Pole Position Production for the demo content.

REV vehicle simulator

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Download a vehicle simulation of REV in action. Listen and get a feel for how it can perform in a game with a real car.

This demo uses Unreal Engine 4