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
Audio Units (iPhone)
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