Pocket Rally engine audio Source: racing car engine sound loops Author: domasx2 https://opengameart.org/content/racing-car-engine-sound-loops Downloaded: 10 October 2026 Source file: loop_0.wav Licence: CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ The author identifies the source as a public-domain car recording and confirms the loops were remade from that source in the page comments. Pocket Rally modifications: mono resampling, loop-boundary crossfade, DC removal, tonal EQ, saturation, pitch and level adjustment. Eight idle/load variants are derived from one recording. These are stylised car voices, not recordings of the named Subaru, Ford, Toyota or Lancia. The source recording is preserved in scripts/audio-source/car-engine-cc0.wav. Rebuild with python3 scripts/generate-rally-audio.py. Gravel is an original procedural sound. Forest background: Ambient Bird Sounds by isaiah658 https://opengameart.org/content/ambient-bird-sounds Source: https://opengameart.org/sites/default/files/birds-isaiah658_0.ogg Licence: CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ Downloaded 10 October 2026. Trimmed, converted to mono 22050 Hz, loop-crossfaded and reduced in level. Rebuild on macOS with python3 scripts/prepare-rally-forest.py. V2.5 sports crowd (crowd-bed, crowd-cheer, crowd-applause): Crowd Cheer by FoolBoyMedia, recorded after a football/sports match. https://freesound.org/people/FoolBoyMedia/sounds/397434/ Licence: CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ Source preview: https://cdn.freesound.org/previews/397/397434_4019029-hq.mp3 Retrieved 10 October 2026. Mono conversion to 22050 Hz, excerpts, loop crossfade, fades and level normalisation. Replaces the previous spoken crowd/“Cheers” assets. No conversational samples are used. Source retained in scripts/audio-source/sports-crowd-cc0.mp3. Rebuild with scripts/prepare-rally-sports.py (numpy and soundfile). V2.4 UI cues (ui-select, ui-start, ui-restart): original procedural compositions created for Pocket Rally; generated offline by scripts/generate-rally-ui.py. No third-party samples. Decoded once and reused in-game. V2.6 engine recordings (replaces the eight generic engine loops above): Interior Rally Racing Car.wav — efksound https://freesound.org/people/efksound/sounds/193679/ Licence: Creative Commons Attribution 3.0 Unported https://creativecommons.org/licenses/by/3.0/ Source: https://cdn.freesound.org/previews/193/193679_364895-hq.mp3 Recorded inside a rally car using an Edirol R09HR. Vehicle model unspecified. Karting.flac — qubodup https://freesound.org/people/qubodup/sounds/189628/ Licence: CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ Source: https://cdn.freesound.org/previews/189/189628_71257-hq.mp3 Recorded in an indoor kart venue in Berlin using an iPod Touch 4G. Retrieved 11 October 2026. Modifications: selected stationary engine regions, mono/resampling to 22050Hz, DC removal, spectral EQ, seam crossfade, level normalisation and small tonal variations. Separate idle/load/lift layers. These are representative rally/kart recordings, not exact named-car matches. Original source previews are retained in scripts/audio-source. Rebuild with scripts/prepare-rally-engines-v26.py (numpy and soundfile). V2.6.1 co-driver: Rally Co-Driver Pacenote Cues by SentientMattress https://freesound.org/people/SentientMattress/sounds/833028/ Creative Commons Attribution 4.0: https://creativecommons.org/licenses/by/4.0/ Source: author's high-quality MP3 preview. Edits: individual phrase trimming, 220–3400 Hz gentle radio EQ, peak/RMS normalisation, 12ms edge fades, mono 22050 Hz PCM delivery. No generative AI, voice cloning or synthesis. Original voice remains the author's; this credit does not imply endorsement. V2.7 kart-only revision: qubodup's CC0 kart venue recording above. Offline 105–920 Hz source-band isolation, layer-specific upward resampling, 3.3 kHz soft high-frequency rolloff, raised-cosine loop crossfades and level trim. Stylised high-rev/F1-inspired kart sound, not an authentic Formula One recording. Prepared with scripts/prepare-kart-v27.py. Rally engine files are unchanged. V2.7.1 kart audio: replaces V2.7's high-pitched venue recording with the existing domasx2 CC0 car-engine recording credited above. Offline lower resampling, gentle saturation, low-pass EQ, crossfades and level control. Stylised warm sports-car character, not a recording of a particular supercar. Kart tyre friction is an original offline procedural cue, softly band-limited and mixed quietly on corners. Rebuild: scripts/prepare-kart-v271.py (numpy). V2.7.2: broader accelerating rev range and a slightly brighter load sample. Replaced the tonal tyre chirp with predominantly filtered friction noise and only a faint tonal edge. Source/licence and offline preparation remain as above. V3 engine revision: existing domasx2 CC0 source (credited above), with offline idle/load/overrun EQ, mild saturation, pitch, level and loop-boundary edits. Runtime gear-shaped audio revs are cosmetic and do not alter driving physics. Before/after comparison generated by scripts/prepare-v3-audio.py. V3 NYC ambience: New York Street Ambience.wav by lazymonk https://freesound.org/people/lazymonk/sounds/214319/ Licence: CC0 1.0 https://creativecommons.org/publicdomain/zero/1.0/ Source preview: https://cdn.freesound.org/previews/214/214319_1175748-hq.mp3 Retrieved 11 October 2026. Excerpt, mono 22050Hz, gentle EQ, level reduction and loop crossfade. Source retained in scripts/audio-source. V5 special-stage voices: Aster Hover GT and Mudworks 250. Derived from the existing domasx2 CC0 recording listed above, using offline resampling, layered harmonics (hover), mild saturation (bike), low-pass filtering, DC removal, loop-boundary crossfade and conservative peak normalisation. Original stylised effects; no Cyberpunk 2077 audio is used. Rebuild: python3 scripts/prepare-rally-special-audio.py.