# Creating car/engine sound in FMOD and implementing in unity.

**URL:** <https://qa.fmod.com/t/creating-car-engine-sound-in-fmod-and-implementing-in-unity/13036>\
**Category:** Unity\
**Created:** [March 15, 2017, 11:43am UTC](https://qa.fmod.com/t/creating-car-engine-sound-in-fmod-and-implementing-in-unity/13036 "2017-03-15T11:43:39Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Miggen291](https://avatars.discourse-cdn.com/v4/letter/m/eb9ed0/32.png) [@Miggen291](https://qa.fmod.com/u/Miggen291)\
**Post date:** [March 15, 2017, 11:43am UTC](https://qa.fmod.com/t/creating-car-engine-sound-in-fmod-and-implementing-in-unity/13036/1 "2017-03-15T11:43:39Z")

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I am trying to create a convincing car/car engine sound in FMOD and then use that in unity however I am a bit stuck on the right approach.

I first made a sound following the vehicle engine tutorial for Unreal 4 so in FMOD I have an engine sound with 2 parameters: RPM and Load, along with tyre sounds with one parameter: speed.

How can I use this in Unity?  
Or if anyone has any ideas about a different approach to creating a car/engine sound that would be much appreciated!

Thanks 🙂

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [March 16, 2017, 3:36am UTC](https://qa.fmod.com/t/creating-car-engine-sound-in-fmod-and-implementing-in-unity/13036/2 "2017-03-16T03:36:32Z")

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> [@](#):
>
> I am trying to create a convincing car/car engine sound in FMOD and then use that in unity however I am a bit stuck on the right approach.
> 
> I first made a sound following the vehicle engine tutorial for Unreal 4 so in FMOD I have an engine sound with 2 parameters: RPM and Load, along with tyre sounds with one parameter: speed.
> 
> How can I use this in Unity?  
> Or if anyone has any ideas about a different approach to creating a car/engine sound that would be much appreciated!
> 
> Thanks 🙂

There is no one right way to make a car engine event. You need to make an event that takes advantage of the engine properties your game simulates; RPM and load are two possibilities, but there are many, many different ways to simulate an engine, and we can’t know which your game uses.
