audio_motor
Continuous first-party motor and speed wind. Driven cars feed actual throttle/speed; RPM is explicit or a labelled audio approximation.
In scene text
audio_motor { kind "…" rpm 1 throttle 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 10
| Field | Type | Unit / range | What it does |
|---|---|---|---|
kind | text | — | combustion, electric or wind. |
rpm | number | rpm, 0 … 20000 | Positive overrides RPM; 0 derives audio RPM from vehicle state. |
throttle | number | 0 … 1 | Throttle when there is no active vehicle driver. |
idle_rpm | number | rpm, 0 … 5000 | Idle for the derived audio RPM model. |
maximum_rpm | number | rpm, 100 … 20000 | Upper end of the derived audio RPM model. |
speed_at_maximum | number | m/s, 1 … 200 | Speed scale for the derived audio RPM model. |
cylinders | number | 1 … 12 | Firing harmonics of a combustion motor (rounded to an integer). |
gain | number | 0 … 1 | Motor voice level. |
wind_gain | number | 0 … 1 | Air noise added as actual motion speed rises. |
running | true / false | — | False smoothly fades the motor out. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us