Richard, thank you for your response.
Two things we want everyone to know.
First, we researched the existing availability of
products as well as doing a patent search, but we couldn't locate an
existing patent for the project that we have envisioned. We also
certainly don't want to prematurely slam the door on anyone considering
responding that may be interested, so everyone please stay with us.
Second, the "music" in an exhaust system is much less complex
than in actual musical instruments, accordingly our quality expectations and
specifications are minimal for our product application. Due to the higher
costs and skills required in using a Physical Modeling (PM) approach, we are
looking to handle this project with a less expensive FM Wavetable synthesis
strategy. For anyone who didn't see the first message, take a look at our
website to see what we are requesting a talented individuals help in
----- Original Message -----
Sent: Friday, February 25, 2005 11:49
Subject: Re: Who out there has the
knowledge to design/build this looper?
At 9:18 PM +0100 2/25/05, Chuck Scholtz wrote:
Somebody out there has the
knowledge needed to create our engine/exhaust voice simulator. We are
looking for a musician, DJ, audiophile, programmer, sound engineer, or
anyone who has an interest in today's fast cars or musclecars from the
70's. We don't want to just change the "pitch," we would prefer to be
able to slow down/speed up stored digital sound samples using real-time
time-stretching correlated to RPM with either a software or preferably a
hardware solution. See our proposed product at www.musclecarsounds.com to see if you have
an interest in this ground floor design opportunity. Full credits and
profit-sharing. Contact us ASAP using the email contact address on the
You might be interested to know that several years ago
someone developed such an engine-simultor using physical modeling
techniques. I'm pretty sure that their project was based on patented
technologies and resulted in licensing deals with game