How to Create a Flying Car Engine Sound from Scratch in Phase Plant – Step-by-Step Sound Design Tutorial
- Romain Raynal
- 5 days ago
- 3 min read
This is how I transformed my voice into a Flying Car Engine in Phase Plant: A Step-by-Step Tutorial.
Hey everyone! A while ago, I walked you (in this youtube video) through how I took my basic vocal imitation of a car engine and turned it into the roaring engine of a futuristic flying car using Phase Plant. Now, I want to break down my process into a clear Sound Design Tutorial, so you can follow along and create your own patch.
Step-by-Step Sound Design Tutorial
Recording the mouth engine
It started with a simple vocal imitation.
Loading and Looping the Sample: My Starting Point
First, I loaded my voice sample into Phase Plant's sampler.
Then, I meticulously set the loop points to create a seamless, continuous engine sound.
This is the foundation of the cyclic engine feel I was going for.
Creating the Engine Rotation Speed Macro
I created a macro called Speed to control the pitch of the sample
I inserted a slew limiter to make it more natural
Adding dynamic speed control with macros: real-time adjustment
I created a macro called RPM to control the Speed macro, which also increases the sample’s pitch.
Then, I created a final macro called Master Speed to control the RPM macro.
With this serial configuration, when you turn the Master Speed knob (each macro affects pitch, and thanks to the slew limiters), you simulate gear shifting (in a way) and add a sense of natural movement and unpredictability.
Enhancing Realism with Randomness: Adding Imperfections
I duplicated the sampler to make multiple cylinder with some tweaks.
I added a random modulator to the speed of the duplicated cylinders.
This introduced subtle variations in speed, making the engine sound more realistic and less robotic. It's the small imperfections that really bring sounds to life.

Let's turn it into something more futuristic !
I inserted a Resonator in the main bus.
I connected it to the RPM and Speed macros
This effect is the key to a futuristic vibe
Adding Granular Texture with Filter Tables: The Gritty Edge
I used Phase Plant's filter tables to add a granular texture to the sound.
I experimented with different filter shapes and modulation to create a gritty, mechanical edge. This added a lot of character.
I connected Resonance to the random modulator and the Cutoff to the RPM macro.
The new filter table is dope
Sculpting the Sound with Effects: Shaping the Tone
I used a filter on the modulation wheel to simulate a distance effect.
I used a frequency shifter to create a sci-fi, otherworldly vibe.
I applied a Carve EQ to sculpt the frequencies and make the engine sit well in the mix.
I added a Limiter to ensure a balanced and punchy sound.
Adding Spatial Depth with Convolution Reverb: Creating Space
I inserted a Convolver to give the engine a sense of space.
I chose a short and subtle reverb impulse response, creating a small environment for the engine to exist within.
Key Takeaways from My Process:
Phase Plant is incredibly versatile for sound design.
Macros are essential for efficient automation and real-time control.
Randomness is key to adding realism and character.
I hope this sound design tutorial helps you create your own amazing engine sounds and inspire you to experiment with this wonderful tool that is Phase Plant! Feel free to ask any questions in the comments below.
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