I wanted to play with a procedurally generated motor sound. I had previously played with this in 2016. It may be useful for a propeller plane. Try starting the sound then increasing the speed.
Minor WebAudio annoyance: you can’t start a node more than once! You have to create a new one every time you want to start it. They say though that these are lightweight objects so it shouldn’t matter.
Minor WebAudio annoyance: some browsers won’t start the audio until a user event, so you need to structure your code differently. https://developer.chrome.com/blog/autoplay/#webaudio
Physically informed car engine sound synthesis for virtual and augmented environments is an interesting read! They procedurally generate car engine sounds by modeling the ignition, pistons, fuel intake, resonance, vibration, backfiring, etc.
This video also models the pistons, fuel, resonance, etc. to not only generate the car engine sounds but also estimate the horsepower.
Spaceship Sound Design Tutorial was an interesting video for me, as I don’t know much about this topic. This talk by Andy Farnell has a nice jet engine demo at 1:16:00.
One of the main ingredients for many sound effects is noise fed through a pass filter (band pass in this example, but low pass can be useful too). The Q slider is especially interesting to play with — higher values narrow the frequency range of the output and lower values widen it, making it more like white noise.
Can’t reproduce: sound stops playing in desktop Safari after a while, and changes to the slider lag quite a bit. Might be https://bugs.webkit.org/show_bug.cgi?id=231105 but mine stops playing even if it’s the foreground tab.