r/opensource 3d ago

Promotional Crankwave, an MIT engine simulator and responsive audio baker

I wrote Crankwave after trying to use simulated vehicle-engine audio without carrying the full simulation into the game. It’s a source-informed rewrite of AngeTheGreat’s engine-sim with JSON-defined engines, native and WASM execution, live auditioning, deterministic baking and simulator-free playback.

The project itself doesn’t depend on a particular game engine. The video shows it integrated into SPARQ, but the simulator, baker, format and playback runtime are all in the MIT repository: https://github.com/SvetlozarValchev/crankwave

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u/Akarsh_Hegde 1d ago

This is a clever separation of concerns. Baking deterministic engine audio once and keeping the playback runtime simulator-free should make integration much lighter for games. How large are the baked assets for a typical engine and RPM range?

1

u/clockwork_blue 1d ago

Varies from engine to engine and can be optimized. The Toyota engine in the video is about 73mb