REV is an all-in-one solution to implementing a realistic sounding vehicle in your video game. It works in the frequency domain to allow bi-directional and variable speed playback of recorded accelerations, rather than simply looping a flat section at a static RPM.
In other words, with REV you can scrub through a recording of an accelerating (or decelerating) vehicle, either forwards or backwards, as quickly or slowly (to the point of steady-state) as necessary, all in real time – giving the illusion of realistic driving and dynamic RPM changes, without artificially altering the pitch of the source recording.
By preserving the pitch profile of the content, REV maintains the realism, character, and most importantly, the perceived power of the engine as it was recorded.