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