Hello
Maybe I’m too old and this game is not for me anymore, but when you hear all the extra reverb in the interior view, are you impressed by it? does it make the game more exciting for you?
The audio engineers are payed professionals and I am sure these are not accidental, the fact that many cars in this game have extra reverb when you switch to the interior view and they sound like cars in garages/tunnels.
I’m just in my early 30’s but perhaps the video gaming landscape has changed so much that I am unable to understand it anymore. Maybe kids enjoy hearing that artificial reverb all the time that it sounds pleasant to them.
If you’re not sure what I’m talking about, Take the Mclaren Sabre for a spin and switch to the interior view and you’ll hear that the car sounds like it’s always in a tunnel.
Idk what you’re listening on, but this isn’t my experience. If anything, the sound needs to be more muted in cockpit cam. More 3D. Similar to FH5. I think PG almost nailed it. Idk why FM and FH have to be so far removed from each other in this arena. A car’s sound changes when we change something about the intake and exhaust. It doesn’t just change because it’s in a different environment.
Yeah tunnely sound is terrible…
Nobody is impressed by it at all.
But a few trolls will pop into the thread shortly to tell you why you’re wrong.
I play the game with 7.1 home cinema speakers and yeah it’s horrible “tunnely”.
They tried sound deadening in FM7/FH4, but the exterior sounds in those games were so bad that we’re just kinda stuck right now due to all the complaining. They tried to take a page out of Kunos’ book with Assetto Corsa and failed (in FM7/FH4). The tunnel sound is bad, but it’s been worse. The problem is that a lot of cars just don’t sound like real life no matter what camera you’re in.
Assetto Corsa did everything better even with the lower resolution which was a step above FM4 which is the best sounding Forza. FM6 also sounds good.
I think the problem is they tried to do what Assetto did with a higher resolution, but with more content and a different method it just didn’t work out. If they stuck to their guns they would’ve been okay, but they tried revolutionizing automotive sound design and failed.
TLDR; They tried to compete with Assetto Corsa after FM6 and failed with FH3 onwards. FH2 and FM6 are the last of the Mohicans as far as good Forza sound goes. FH5 is good now that the team that put FH3 onwards together is gone.
I always have to pull 6 to 8dB of 2khz out of Forza games to make them palatable. Drives me nuts. This tells me that they’re either pumping that compressor and/or limiter too hard or that the accessibility narrator function is always on in some way.
This sensation that you’re getting where the reverb and such sounds too hot is also a byproduct of the game being mastered too hot. I can almost guarantee that if I measured this that it’d be DR8. That just not enough dynamic range. Everything needs to go back to like DR16. Especially for spatial audio. There should be NO compression or limiting in spatial audio. Just mix the game to a level where you don’t have to use these band-aid tools. Pretty easy. All these new school engineers make their jobs too hard by focusing on that dumb marketing loudness target.
Whoever’s mastering these things needs to check their room. They got a nasty 2k hole somewhere. Monitors. Room acoustics. Something isn’t right. Whatever it is, there’s a presence push and it sounds nasty.
I wish the exhaust sounded like exhaust, the intake like induction, and in-cabin had appropriate levels of muffling.
To me, everything just sounds like a blender of induction with a generic exhaust undertone based on the engine configuration with some reverb thrown in.
AC with mods, ACC, and AMS2 do a good job of creating that distinction. Even GT7’s getting there.
I really hope we see more distinguished soundtracks that are more accurate to the sound sources and perspectives in the next installment, if there is a next one.
It’s not just the engines themselves that sound bad and “tunnely”, the problem is if you drive close to a tiny wall, all of a sudden it almost sounds like you are in a tunnel or a halfpipe or something. There is too much “echo” or “reverb” or whatever it’s called i don’t know the right word i guess. English is not my native language obviously. It didn’t sound that weird in FM7 if i remember it correctly.
I didn’t fact check that but I read somwhere that PD stole lead sound engineer from t10 somewhere after FM4…maybe the sound isn’t always perfect but no echo where it doesn’t belong and in replays the sound is really good, alive. Comparing to GT3 event irl they really captured how sound projects and is being caught from different sources around the track… might be capping but that’s how I see it
If they sole lead sound engineer we’re lucky cause every car in GT7 sounds like a vacuum cleaner
Whoever it is needs to get their head out of their butt. Stop treating these as creative projects and more like preservation and/or precise recreation projects. We don’t want your idea of what you THINK the cars should sound like. We want what they ACTUALLY sound like.
I see you read some comments and picked up the wording
Try watching a replay.
It’s like you’re standing inside the Monaco tunnel, not trackside in the open air at Road America.
Every track is this echo drone where all sounds are blended together in a constant noise, without any definition or clarity.
3D sound was the big upgrade in this game over FM7 and they got totally drunk on it. Totally overboard.
this is a great example. FM has be reusing the same sounds for bit now.