[ANSWERED] Please correct car sounds and increase car volume, exhaust rumble and bass

You’re lucky Chad - I’m pinching myself hard for making the decision to gamble on FM7 despite not enjoying the sound in the demo, having faith in T10 that they may address these issues just like they did in FM6. Could have spent it on CARS2 as I saved up the cash over the course of a few weeks. They said no to the refund BTW, even though others got theirs left and right. This isn’t the same company anymore, sad to admit.

Even though I haven’t been very vocal on this forum as of late, I’ve managed to scan through every page of this thread and the other major car sound thread. I am in complete agreement with 99% if the comments posted which are all collectively echoing the same complaints: inaccurate samples for cars and generally weak car sound.

When I hear the track effects kick in (rumble strips, chopper hovering, ‘whoosh’ heard from overhead objects), or the baseline from the menu music or UI effects for that matter, it feels like I’m playing on a home cinema system. When I drive the cars, it feels like the sound is coming out of TV speakers. what happened to the exhaust sounds in this game? Everything about the cars sounds generic and high-pitched. Is this a deliberate design choice? If it is, it’s got to be the most bizarre one in Forza history.

I have even dialed back the track and tire effects to 40% but the bass from those rumble strips, and other ambient effects, particularly the confetti and chopper are just too loud and bassy. I don’t mind the bass but why is the car sound coming out so tiny then? I don’t think the audio engineers got a chance to do proper testing on the game’s audio dynamic range for cars before letting it out the gates.

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I literally thought my sub was broken with the difference between the track /menu noise and the car.

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The bass and volume of cars, especially in exterior view need to be slightly reworked. The overall clarity, accuracy and general fidelity of the audio samples seem improved however the bass appears distorted and there is noticeably a lack of treble in the midrange.

What bass? Unless I boost it myself, this game only has low frequency in the menus. Listening to high pitched buzz for most cars on a system capable of 45Hz is ridiculous.

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The car sounds are so inconsistent in this game.

The Shelby GT350 sounds great especially at low rpm. Why can’t all the cars be this good?

Drove the Cayman GT4. Sounds like a flat 6 but is missing the wonderful exhaust burble on overrun. Assetto Corsa has the Cayman GT4 sounding much more like real life.

Then I drove the 2017 Porsche 919 LMP1. Sounds awful. They used the most generic 4 cylinder sound. It doesn’t make the whirring sound anytime the car is regenerating braking energy. Again Assetto Corsa nailed the sound of this car in this game.

Forza used to have the best sounds of any racing game. Now the competition has caught up and surpassed them in some regards.

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Does this thread contain an actual answer from the dev team or just Speedster996’s endless complaints about the sounds?

This game has 700+ cars. Do you guys know how difficult it is to make every single one of them accurate? Not particularly easy when you have things in the game such as the Porsche 919, the Maserati 250F or the Ferrari 250 GTO. Or even the Honda Civic, Skyline GT-R or the RX-7 FD, of which fewer and fewer stock examples exist, so you might have to pay a visit to the manufacturers themselves, which costs money, time and requires scheduling.

Need for Speed in years past had 30 or so cars and even they didn’t go too far with accuracy, due to artistic license. Can you imagine how much of an uproar there would be if they said they used a 350Z sample for the Supra because they weren’t able to nail the Supra’s sound as it didn’t translate well to digitalization? Well, that’s what Black Box stated when Underground 2 was released back in 2004 and people began asking questions.

Things I’m mostly concerned about:

  1. Matching samples. An I4 should not sound like a V6. This is easy to fix, though.
  2. Differences in volume. Many cars have different volume, which makes me jump around moving the volume slider up and down. There are loud engines which sound quiet and vice-versa.
  3. Forced induction should have an impact on the sound. In the newer Forzas there are cars where this does not happen.
  4. Pitch should be the same as the original engine.

When it comes to the rest of the features, especially classic muscle cars, I’ll take a powerful sound over an accurate one anyday.

I know some people who mod sounds into racing sims and, believe it or not, there are people whose standards are high enough that, if it sounds badly, it’s discarded and not released. Forza’s problem is a different matter altogether but I’d say the team that works with sounds might have the same kind of standard.

There are people who bring Project CARS here as an example of a game with good sounds… Sheesh. Their GT3 RS sample is STILL the same one from NFS Shift, released in 2009! Which was an inaccurate sample, BTW. It’s just prettied up with the new cool effects they have in PC2. The M1 Procar on the other hand is amazing but, again, I’ve seen modders do a comparable job with that car from plain videos!

You haven’t seen “bad” until you’ve played a session of vanilla TDU. That game was hilariously bad in the sound department.

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Well, there are a handful of other users who use that thread as place to rant about car sounds, but that’s about it. There are a dozen or so examples that really need fixing IF T10 address this in future updates, but reading that thread in it’s entirety will have you believe that every single sound is wrong.

Every single car sound is wrong! None of them have the full range of audio applied to them. Some have the correct high frequency sound, but ALL lack any midrange or low frequency sound, making every car sound tiny and high pitched. If playing on tv speakers it may not be noticeable though…

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I don’t know what to tell you dude, don’t play the game then

He doesn’t, he got a refund.

The lady doth protest too much, methinks.

I’m not, refunded my Ultimate edition on week 4😉. I’m still following the game though, hoping that its gets better for those that can’t refund. If you’re happy with the sound, lack of bass, and incorrect engine sounds and all, good for you. Enjoy, but that attitude won’t get anything fixed in the game…

Ahh. Good for you. That winky emoji really sets the mood for sarcasm. You guys are like children. It sounds perfect on my sound system back at my parents place.

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If playing on a 5.1 setup with frequency down to 38Hz it’s super noticable. Sub only ever kicks in for the menus which leads me to turn it off for this game.

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I still don’t understand why they feel the need to include so many cars. Most people aren’t going to even look at 90% of the cars in the game. It’s an advertising gimmick and the whole game suffers because of it. Cutting the number in half, which would be easy, so many vehicles just don’t belong, and doubling the quality would go a long way. No one asked for 700 cars.

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The Jaguar XJR-9 sounds like a rotary instead of the V12, like it in Forza 6.

Most people aren’t going to look at 90% of them? That’s a bit presumptuous and I’d actually wager higher inaccurate.

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Well it’s pulled out of my rear end obviously. 10% of 700 is 70 cars. Which is still a lot of cars, and more than I have in my garage and I’ve finished the entire campaign which I don’t see many people even doing. All of the “filler” cars the campaign had us purchase were sold. The auction house inventory is full of them. The people on this board aren’t the average player for this game. The average gamer doesn’t participate in online forums and they move on to the next thing pretty quickly.

I’ts unfortunate, as good as some of the cars sound, there is definitely something wrong with the audio.