An important message to Turn 10 regarding car sounds of FM2023

Just click on his LinkedIn that I posted, that’s how I found out.

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Yeah I checked, thats a good news for all of us. As mentioned. The larger audio initiative is what we need to look forward now.

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For sure, although no amount of sound updates is going to make me play FH5. It really jumped the shark, and is worse than FH4 in most aspects. For now I’m having fun with FH2, going back to FH4 once a day to try and complete my desired garage, and after FH2 I’ve got FH3 ready to go (disc arrived today). I don’t care for circuits and clean racing so no FM for me. But judging by this thread the return of Mike could turn out to be the Second Coming for Forza.

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Was there any sound update in FH5 lately? Haven’t been in touch with FH though. Mike Caviezel was the one behind those glorious car sounds of FM4 and since larger audio intiative is happening only he can save FM2023 now. I don’t know about FH5 but I am not going back there again lol(for now). I am now looking towards this huge car updates incoming and see what else the upcoming patches bring to this game.

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What is this sound?? Lmao, so much inaccuracy🥴

FH3 sounds okay, FH2 was the last of the mohicans. FH3 is when some cars started to sound wrong because they started to move away from analog audio to synthesized digital audio. I stopped playing FH after FH3 (I own 4 and 5 just haven’t touched them yet).

I never knew FH5 had audio problems post Mike Brown. I know a few cars that I like (GT4RS) that don’t quite sound right, but everything else I’ve heard has been rock solid. Has the new sound guy not gotten to all the sounds, or has he neglected them willfully?

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I am by no means an expert, but I don’t think it’s as simple and black and white as “analog is good - digital/synthesized is bad”. I think some people misunderstand the granular thing too. From what I gathered from their videos/interviews, rather than recording the sound at 1,000 rpm intervals on the dyno (the old method), they record the whole rev range (on an airstrip, acceleration and deceleration), and then let the software cut that into chunks of 1 rpm @ x,xxx rpm, which gives longer duration files for low rpm and shorter files for higher rpm. In this manner they don’t have to synthesize the intermediate rpms and this in fact should increase fidelity, which on some of the cars in FH5 seems to work. Now getting the mix right inside and outside the car is a completely different matter, but the basics of recording the car and processing those recordings, I don’t think granular is a bad thing, or worse than whatever method Mike used. For all we know, he will take the “superior” granular method and mix it into something proper.

The problem mostly lies with the cars they didn’t record (recently) and mashed together either from old libraries or completely synthetic. It seems the inline fours get the worst treatment, since they don’t have the appeal of V8s and V12s. I happen to like I4s and FH2 is the only game in the series where they sound decent to good.

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FH5 has overly done car sounds that do not match with real life. They couldn’t even get the sound of Supra and Skyline correctly yet. Meanwhile if you look at crew motorfest, FH1, FH2, FM3, FM4 and FM6 even games like PGR, GRID, Assetto Corsa which are way older got the accurate and best sounds for the cars. In those games you will feel the burning passion and emotion setting a definitive character for the cars.

When devs decided to move on to more synthesized sound with overly done mixing and balancing thats where this huge downfall began in the sound department where cars sound like it was either recorded in bathtub, too much musical and trumpet-like, generic, it’s like the cars don’t have any personality at all. Such examples can be found in FH5 and FM2023.

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That’s a big reason why FM7 and FH4 were looked down upon. The granular method allowed for a more realistic cockpit sound. 1 engine rotation sound grain allowed for some good cockpit audio, but the chase cam suffered big time. Also, digital programs are limited by bit, and sample rate, and hardware. The rev ranges for just about all of the cars in FM7 and FH4 were wrong where as the dyno method yielded more accurate results.

They were trying to compete with AC which has good cockpit audio, and it wasn’t received well because the chase cam was so horrid. In theory granular synth is a good strategy, but I don’t think technology is up to it replacing the older method yet.

Digital Audio is still a long ways away from analog. They’d need equipment way above 24 96k, and with programs that rendered in that sample rate range.

They just couldn’t figure out how to get good cockpit sounds and chase cam sounds, so they reverted back to their old ways.

I don’t need to hear this inside an Mac F1, just want to hear the smoother exhaust sound from the outside:

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This is what Turn10 needs to do now which they did back in their golden forza days. I remember the explanation of how the sound design team(Mike Caviezel was in that team) achieved the car sounds for Forza Motorsport 4. I will put it here. @Speedster996 @Rustic3851

Turn 10 identified sound as a cornerstone of the Forza experience, and that accuracy and excitement are key to that. The sound design team for Forza Motorsport 4 set out to make car audio “more visceral” than prior entries in the series. Sounds from over 500 cars were captured on a dyno in a Redmond, WA garage, using the same recording setup first used with the Bizarre Creations PGR games beginning in 2001. Fans of the game were also solicited to bring their own cars for recording. An 8 to 10 channel recording device captured sound from microphones at the engine, intake, and exhaust. High SPL mics were used on the loudest of cars, notably the Mazda 787B, to reduce distortion.

The audio channels were mixed, sliced, and recombined to span rev range. The sounds are then applied to the car physics model, applying DSP and filters based on how the car is driven. The team licensed a distortion effect, iZotope’s Trash plugin on FMOD, to achieve the “on the limit” feeling of sound distorting in your head. The sounds are then mixed with transmission and tire sounds, and finally the distance and environmental model to form the final soundtrack heard by the player. DSP also changes the sound of the car after engine upgrades, rather than swapping samples as was done in prior games.

Along with the physics team making a new tire physics model with data from Pirelli, the sound team added more granular tire sounds to differentiate skidding from braking, steering, or wheel spin. A Tesla Roadster was used to record the game’s tire sounds, due to its near-silent electric motor which allowed them to record the sounds cleanly without engine or exhaust noise. Two microphones were mounted to the car and pointed at the tire for recording. The tire model contains hundreds of sounds for each surface and varies dynamically depending on lateral and vertical load. This detailed tire feedback improved lap times among hardcore Forza drivers within Turn 10.

In Autovista mode, engine startups were recorded in 5.1 from the perspective of the driver’s head plus mics near the engine and exhaust.

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iZotope plug ins are really something. Saved my butt on my final project (that was 10 years ago! Lol). Yeah DSP is good for effects (fx).

I think if they ran the cabin and engine mics through the granular synth program, and made those one mix, then using the intake and exhaust sound and made those another mix then it would be okay. The only problem is putting that theory into practice without running into timing issues.

If only they were as transparent as they were with FM4 and FH4. All I know about FM2023 is that we have ray traced audio combined with convolution reverb that runs on Dolby Atmos and Sony’s equivalent? At least let us in on why some cars sound like synth place holders this time around.

I like a good I4 too. It should be simple, but leave it to Forza to do Forza things these days.

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Well look who’s back!

Been a long time, right? As you see now, I have recently made two reports of inaccurate car sounds as they were added in Update 10. Reventon and CLK GTR. They sound completely wrong and awful. (the Reventon’s wrong sound is just like the Muricelago sound issue all over again, tbh).

And in some of yours, @Speedster996’s, and many others’ reports, I compare them with GT7’s engine sounds as Polyphony accurately recorded these cars to what they actually sound like in real life, which shows Turn 10 a hard lesson on what car sounds definitely are. Also, not only some of these cars sound wrong, but some of them have bad modeling too. So I also compare the bad car models in FM with GT7’s perfect, photorealistic, and extremely accurate car models. That also shows Turn 10 the hardest lesson on what car models really look like in Real life, considering that the real cars look NOTHING like the Forza car models from 2 decades ago. We’re not living in the X360 era anymore! We’re in the next-gen and everything should be all accurate, redone, and rebuilt!

In videos like this, You can see through the comments section about a group of people playing FM23 not caring about its engine sounds and uses it to defend it and attack Gran Turismo, in which I believe those people know nothing about cars. They lie and they don’t actually hear what real cars sound like and how car models look like. They’re deaf, blind, forgetful, and never knew anything wrong with FM. They just defend their broken game as usual. Hopefully this forums will definitely school those people by real fans who knows about the game’s problems since day 1.

Perhaps, this is a 100% new car in FM, the Evo III. GT7’s model detail to it is extremely unbeatable, while the one in FM had a few issues, which is the painted Wheel wells, lack of suspension model, and an overspinning wheel glitch when downshifting. Idk why new updates bring new issues as well, we all felt like “Unpaid beta testers” here.

I’ll keep an up to date on more of the cars’ sounds as if they were wrong, a report will be made instantly, with proof of their real life sounds done by doing a lot of research.

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@Fallen4748

Oh and a bit of a bad news however, our buddy Lens007888 got banned for a decade recently. I don’t know what he did something wrong, but he just had his own reasons knowing about FM’s issues, especially those car sounds too. You can see through his profile about his ban time.

Yes, I am back :sunglasses:

Awesome work, keep on doing the great work man. I was fed up when I checked the sounds of these cars I was like “Ahh sh**t, here we go again, another car another wrong sound”

Amazing work. Really appreciate all the hard work you are doing. Bad models, bad sounds are something we NEVER want in a racing game, cars with a character and personality is something we always look towards and thats where car sounds and model play a huge role in racing games. Hope turn10 does something in the upcoming updates. Because we cannot bear the frustrations any longer, and it’s time that we really want that “large audio initiative” updates for all the cars

Once again keep up with the amazing work😃

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That’s a sad news, Hope he is doing alright and comes back in the community again.

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@Rustic3851

Also if you have seen the posts above, the guy behind the amazing car sounds from Forza Motorsport 4, Mike Caviezel is back in Turn10. Thats a good news for us.

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Yes, I saw it. Hopefully he’ll bring the car sounds back to peace, replace all the existing terrible sounds to more accurate ones.

And for the car models? 9 cars were confirmed to be remodeled already as their reports are closed and there might be a next batch of outdated car models being confirmed for a full major remake.

Thank you very much for your appreciation. I always do my best here.

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All I want to add is that personally I don’t care if every car sounds ultra-realistic, as long as it is in the ball park (the right engine type for starters), but the least they can do is make the sounds pleasant and/or exciting, or in the least make it not ear grating. Of course this is completely subjective, but many FH5 sounds are really unbearable in chase cam, whilst the synthetic sounds in FH4 might have been off, at least they were an enhancement to the gaming experience.

I come from the era of NFS III and Colin McRae 2.0 (on PC), and after that I quit gaming, except for a short stint of TDU on PS2. I remember I enjoyed the sound of the McLaren F1 in TDU, even though it sounded nothing like the real thing.

Most cars in FH4 also had a nice scream, which may have been too high-pitched, but at least it made for good driving.
So my issue with FH5 sounds is not inaccuracy, it’s just very distorted sounding in the worst possible way (I like metal music, so I like distortion), it’s like every exhaust sound is clipped, maybe that’s related to the loudness thing people were talking about earlier. Whereas pleasant sounds (also from electric guitars) have triangle waves. Technically these triangle waves are not distortion because they are not clipped, but the harmonics associated with triangle waves give the appearance of distortion.

Another thing FH2 excels in is that the timbre changes with the rpm range, which is lost in the synthetic sounds where higher rpm just brings higher frequencies. The overrun (off-throttle) sounds in FH2 are also much better. Both aspects add a lot of realism, which I value more than accuracy, if you catch my drift.

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Err… Uhh… The CLK GTR sound is the correct one I believe it’s got a V12 engine, the DTM version has a V8 :sweat_smile::+1:

The DTM is the CLK LM. Looks different but similarly identical.

CLK GTR is a V12, yes. But problem is - its engine sound is high-pitched and it lacks the Transmission whine noise, so I consider its sound tone wrong. It’s supposed to sound low-pitched just like its engine sound in Real life. Watch the real life sound video of it through my report.

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