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V2 Racing Audio Deep

The racing engine bank is per-vehicle and covers idle, cruise, mid-RPM, high-RPM, redline, shift-cut, throttle-blip, decel-pop, and backfire bins.

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Section 115 defines racing-specific engine, exhaust, tire, brake, spatial, ambience, music, and replay audio coverage.

Engine Audio#

The racing engine bank is per-vehicle and covers idle, cruise, mid-RPM, high-RPM, redline, shift-cut, throttle-blip, decel-pop, and backfire bins. It also covers V8 muscle rumble, inline-4 turbocharger, inline-6 NA, V12 supercar wail, rotary RX-7 buzz, V-twin cruiser, Boxer rumble, and electric whir plus induction hum. RPM and throttle parameters drive MetaSound.Racing.EngineRPMBins through AudioMod.Racing.EngineRPM so the RPM-modulated MetaSounds graph selects the correct sound bins.

Exhaust#

The exhaust catalog authors stock, sport, racing, open-pipe, titanium, and carbon upgrade profiles. Each upgrade has its own sound profile table entry for gain, resonance, and tail behavior.

Tire And Brake#

Surface tire noise covers asphalt squeal, dirt slide, mud splatter, sand whoosh, snow crunch, and water hydroplane states. Heavy braking triggers brake-disc squeal, with street, sport, and racing pad-type variation driven by brake pressure.

Spatial Routing#

Doppler-shifted passing vehicle audio cross-references Section 43.5 spatial audio and uses vehicle velocity for Doppler evaluation. 3D positional audio is enabled for vehicles, cops, pickups, and Power-Play events.

Ambience#

Per-track ambience covers city traffic, highway wind, forest, desert, canyon echo, industrial, coastal surf, and futuristic reactor hum. Weather-aware ambience reacts to rain, thunder, snow, and wind, with canyon echo routed through Audio Gameplay Volumes.

Racing Music#

Racing music cross-references Section 43 and covers Most Wanted heavy rock plus dubstep, Blur EDM, Death Race industrial metal, GRID cinematic orchestral, Carbon hip-hop plus electronica, NFSU2 dance plus drum-n-bass, Hot Pursuit cinematic chase, and Pod Racer epic orchestral styles. The launch catalog has 60 tracks. Section 43.3 dynamic music uses ambient, chase, climax, and finish-line stinger states with per-race state crossfade. Section 43.4 custom soundtrack import follows per-platform music import rules.

Replay Encoding#

Replay audio cross-references Section 62.1. Each vehicle captures engine, tire, brake, and music state for authentic playback, with a 32768 byte per-vehicle per-minute state budget.

Verification#

RacingAudioDeep_V2_Contract.json, racing-audio-deep.json, RacingAudioDeep.spec.cpp, Audio.Module automation coverage, config/subsystem snapshot registration, CI registration, and check-v2-racing-audio-deep.py validate Section 115.