A virtual garage exclusively with cars from Ferrari, each one of them unique in its looks and engine sound. All at hand thanks to the Ferrari Sound iPhone app.
The application is available in Italian and English.
The official Ferrari app enables you to experience the unique impression only a GT engine from Maranello can generate – with exceptional graphics, an exact reproduction of the Ferrari California, F430, F430 Spider, 430 Scuderia, 599 GTB Fiorano and 612 Scaglietti speedometers.
The truly unique Ferrari Sound offers an exceptional sound quality, registered directly at the Fiorano track, the private Ferrari circuit in Maranello.
A completely new interactive experience enabling you to “drive” your dream Ferrari: by tilting the iPhone you accelerate or decelerate, while for changing gears you interact with the on-screen controls.
High-quality images and technical details of the Ferrari Models turn Ferrari Sound into a must-have application for Ferrari fans.
The extremely accurate audio module is controlled by physical simulation engine, that simulates real car engine behavior: RPM, speed, current gear and entire processing flow. It's behind the scenes.
The main parameter that audio engine is interested in is RPM (rotations per minute). Like with a real instrument a sound of an engine depends almost only on rotations per minute.
How does it work?
The audio engine plays a loop sound at given speed. The loop is a wav file of engine sound recorded at constant RPM. Playback speed is "fluent" and proportional to RPM provided by physical simulation module. Relationships between RPM an pitch is computed from loop_recorded_at_RPM and camshaft_ratio parameters.
It works like the sound was recorded on a vinyl record and played at different speeds.
Engine uses bi-cubic sample interpolation to prevent anti-aliasing during playback at different speeds.
In order to make everything more realistic, 2 loop players are used.
- 1st player plays a sound of an engine running at the lowest RPM (800-1000)
- 2nd player plays a sound of an engine running at the middle up to highest RPM (5000-8000)
As the RPM is increasing, 1st player is cross faded with the second one (and vice versa). The balance point is placed at 1500-2000 RPM's.
Engine sound animation details
RPM Parameter Scaling: The use of a looped sample based crossfaded model along a pitched scale equal to real world engine RPM. Since RPM adheres to the exact harmonic laws that govern frequency modulation the scaling methodology is the same. For example 2000RPM is an octave lower than 4000RPM and 4000RPM is an octave lower than 8000RPM and so on. Each sample will be place along the RPM scale and each will receive a set unpitched RPM value plus a range value from which point it starts to fade in and fade out. The sum of 2 intersecting samples should add up to 100RMS power, so a sinusoidal curve is best used. NOTE: the sum of the samples at the middle of an intersection of two crossfaded samples is not straight forward math. Each sample at half amplitude (50% or -6dB) is not equal to full volume; audio does not work this way. The middle of an intersection of two samples should be at -4.5dB to 3dB (60% to 70% not 50%).
Load Parameter Scaling
This event simulates the changes in engine strain. This model also encompassing two states of engine load 1. Onload (acceleration) and 2. Offload (deceleration). These two states of load are crossfaded according to throttle position. At full throttle Gear Shift Events: The timing of these events should come from real world data.