It definietly seems like the newer cars are way better.
For FH3 they started recording the cars under proper load, which makes the sounds much more vibrant and layered (M4, AMG C class and others).
It sounds like they’ve done similary with new cars in FM7.
if i remember right the sound also already has improved at FM6. for example the XJ220: when you let go the car in freewheel, it has that great grumble sound that comes from the exhaust from a short time what my car does in real when i let it roll in freewheel. missed this before in other forza games.
but what i still miss is that the sound changes when i tune my engine and when i change my exhaust.
Improvements to be had in the sounds department, I praise T10!
Unfortunately, the player’s car and AI cars lack bass and midrange. They don’t sound as bassy or loud as they do in FM6. It’s almost as if they forgot to add the bass layer on car sounds and I’m having to turn the volume up a lot, at which point everything else in the game feels reasonably loud and bassy but my own car.
My game sound is really a big improvement over FM6. This can be deceiving though as I have a pretty nice surround system. I only have a 10 subwoofer but it sits a foot in front of my pedals of my rig. I also have a butt kicker on my seat and LOVE it! My center channel is 2 feet in front of my wheel at neck level. Directly above that 4 feet in front of me is my 55 inch centered to my face ( left, right, up, and down). My Right and left main speakers are 4 foot towers and sit 2 feet on either side of my rig in line with my pedals…rumble strips sound great with these here and feel great with the Butt Kicker on the seat. I also have 2 rear 4 ft towers for my surround speakers. With this system it sounds heavenly and I don’t have Dolby Atmos yet. This fall after I get my already pre-ordered scorpion edition Xbox One X I am upgrading my 55 inch 1080P to a 65 inch 4K Samsung Q9F or possibly LG flagship but haven’t decided which TV yet. With the Fanatec Clubsport Pedals, shifter, and V2 wheel it is about as good as I will ever get to drive these cars:smiley:
For the FM7 Demo I increased the bass on my surround sound system to where the cars sounded very good. I then set each sound slider ( track, tires, etc ) and I lowered the opponents car sounds on the slider for that. It helped me hear my car better. FM7 at least the Demo has the best sound I have gotten from any other Forza game. It just seems the sound is more balanced all around and easier to get all the sounds to blend well in my room. It did take some work on the different sound sliders though to get it sounding right. It was not a plug and play.
What I’d like to see make a return is the superchargers whine that fm5 had in terms of best sounding Forza games I’d say its out of fm4/5, horizon 3 was just terrible I’m not even going to get into that, but out of all the racing games i have played Forza Motorsport has been the only game that has gotten the E92 M3 sound right, i can thank Forza for making that my dream car. But bring back the supercharger whine please.
The game needs a crossover cutoff, that is tunable. I feel like none of the cars have any BASS. I watch car vids shot on GoPro cameras, not Shotgun and boundary microphones… And the BASS is there in those videos.
The closest thing I have enjoyed was the Chevy Corvette Race car, and the 429 Ford engine that is running 40mph in 6th gear.
What Forza game are you talking about bud? If FM7, then yes, the car samples need to have the bass added. But FM6’s samples are nice and bassy… I mean the bass kicks in at the right rev ranges, you know? FM5 was gerat too in terms of bassy car notes… although a bit quiet in first person views, especially for those rear-engine cars.
FM7’s looking very good as far as car sounds go my friend. You wait and see. I’m sure they will update the game to introduce louder, more bassy car notes. Just like they did with FM6.
Greatest sound improvement was with Forza 5 if you ask me, since than the improvements on this area have been lackluster and frankly fairly non-existent… I was extremely dissapointed with the sound in the demo. Although it’s good they finally added more drivetrain noises in the cockpit views…
An ideal Forza game with the best sound would be a mix of Forza 4 and 5 I think.
Honestly speaking, I think the sound stage has been noticeably improved, it’s just the player’s car and the AI cars that concern me a bit… they’re great but lacking midrange and bass. FM6 was awefully quiet on launch, the car sounds namely. But they fixed it. I think the game has borrowed a few elements from the Horizon 3 sound department as the cars in that game also lack oomph and bass. FM6’s cars are loud and bassy, and I love it.
I’ll give you a quick example - the Nismo GTR even though is a race car - it brought the bass in my room alive through certain rev ranges. Changing the views also gave varying levels of bass. In FM7, the tone, pitch and character of the GTR seems improved, but I’m suddenly thinking to myself: where did all the oomph and bass in the car sound go??
Speedster,
I think you have a valid point about the bass and mid range car sounds. I have a Butt Kicker mounted directly on the bottom of my actual car seat and tend to rely on the feel of that probably more than I should. I also have a 10 inch subwoofer 1 foot in front of my pedals on my rig facing me and allows me to feel any vibration from the cars on my pedals along with giving that deep engine sound coming from the front for front engine cars. My center Channel is a pretty high end Polk audio and sits just below face level directly above my pedals about 4 feet back from my face with my 55 inch TV centered with my face ( up, down, left, and right ) also 4 feet back. My right and left speakers are 4 foot towers from Klipsch and sit about 2 1/2 feet right and left of my pedals also 4 feet back…rumble strips sound and feel AWESOME!!!
What I am trying to say is in FM6 say in the Ford GT 40 the engine sound has so much bass I can feel the engine RPM vibrations so good I can shift by feel of the Butt Kickers feedback. My Fanatec wheel has done of the feeling of the engine on it but noise and vibration can play tricks on your body. As an example with my set up above hitting a rumble strip will sound in my center Channel some but mostly in my right speaker. Our brain thinks the body should feel it there too so even though my Butt Kicker is mounted to the bottom center of my seat I feel it on my right side of the seat and seat back and is pretty convincing. If I didn’t know better I would think the right side had its own butt kicker…just feels real and Dooley from the mind game the noise does by bring mainly on the right side. It’s very cool!
This lighter bass sound while accelerating down say Road America’s long front straight makes the wheel feel pretty dead while going straight. I have to turn the wheel to feel anything in it. I remember FM6 had a lot more feeling in the wheel while going straight, especially while accelerating. I have mentioned that early in the FFB thread on this forum. Part of the dead wheel feel I am feeling could be that my Butt Kicker is producing less engine bass and mid’s so I don’t feel it in my seat…hence with the noise mind game I don’t feel it well in my wheel either. The Wheel engine feel may be the same in both FM6 & FM7 but the Butt Kicker engine feel in FM6 is tricking me.
I would like to see the car engines have a little more bass to feel on my Butt Kicker but the game does NOT sound bad. I think it is a BIg improvement in many ways over FM6. The cars sound great even without the extra bass!
Hi T10, you guys… fantastic job on the sound. What a treat it’s going to be to play the full game.
I’ve spent more than ample time with the demo and going back and forth between FM6 and the 7 demo, it appears that the cars have little midrange sound and there’s an acute lack of bass in the car samples.
I’m hearing bass correctly on everything else, the overhead objects swooping past my car, the thud as the suspension bottoms out, going over curbs, confetti shooting up, driving past the chopper, it’s all there. But I drive my car and the more I turn up the sound, the more high notes and treble I get; it seems to be a mixing issue where there’s little midrange and BASS in the car sounds. I tested this in all views, and even stopped to listen to cars passing me by at track side.
I created a separate thread for this because I would like this looked into before the game launches. Please adjust the mixing in the game so that the cars sound deep and loud with adequate and believable levels of midrange and bass. The bass and midrange in the car notes in FM6 is nearly perfect.
I’m also having to turn the sound up a LOT just to hear the beautiful GT2 RS and Nismo GTR notes… the more volume I give the game, the more “trebly” the car sounds get, even though everything else increases in bass: ambient and race track effects i.e. I’ve kept all other sounds to about 75% because I want my car sound to come out properly. The bass that I feel in my seat and the floor while playing FM6 just isn’t there.
Thank you for looking into this. Moderators, I implore you to not merge this with another thread please! Thanks.
I liked the sound of the Porsche in the demo, but the Nissan GT-R lacks bass and low-freqency in its sound. The sound sample of the engine could be great it’s just doesn’t have enough “oomph” in the lower freq range.
As long as the sounds become more realistic in 7, it should be nice.
Some sounds Horizon 3 got right, such as the DCT-Farts that the Mercedes A45 AMG produces on quick upshifts. This should be maintained for Forza 7, and playing the demo, I’m hopeful. FM6 also did a good job with the M4, as it has a small burble when you upshift and when you let the engine decel.
However, there needs to be added realism for some of the other cars, especially when going to aftermarket exhausts.
Example: Dodge SRT4 - ACR. Not everyones cup of tea, but the exhaust sound the car has vs the exhaust sound in real life are totally different. The SRT4 in real life has no mufflers, so it produces a significant after-fire, especially under deceleration, with a factory exhaust. In Forza 6, it was smooth, with only flames shooting out and the aggressive pops when the Race Exhaust was fitted and only once in a while.
Surely when they were recording sound clips, they were able to capture the same…
I’m sure we’re going to see a lot of the additional car audio detail fans have been requesting for so long. Horizon 3 was a bit of a disaster so I’m sure T10 made up for it this time around.
The sound mixing issue though, I hope that doesn’t go unaddressed, because it would be a shame to see such a brilliant sound stage held back by somewhat quiet cars. Let me give you another angle at this… you know when in Horizon 3 when you’re listening to the radio and you’re hearing all the bass and midrange in the track? And then you drive past a Horizon Festival site, and the bass and midrange disappears because you’re now hear the “outdoor sound” of your song playing through the HF speakers… that’s the effect you get in FM7 while driving your own car or hearing other cars around you.
You hear them clearly alright, and you can even tell which car has what engine and all, it’s all great… but the bass and midrange has suddenly gotten flat in the car sounds. I just don’t want a FM game to sound like a FH game. I’m pretty sure this is a bit of an oversight on T10’s part, owing to the stiff release date and all, but also positive the sound mixing level will be corrected, just as it was with FM6.
Folks, please lend your opinions, especially if you play a lot of FM6. Thanks.
Mate, that’s precisely the point I’m trying to hit home here! There’s something funny going on with the frequencies, because at least on the low to mid frequencies you should be hearing and feeling bass. But exactly as you said, the “oomph” isn’t there. Even the Porsche sound just gets really “airy” and high-pitched - the loud and clear midrange as well as bass you expect from a sports or supercar exhaust is missing. If you take a quick revisit to FM6 or even 5, you’ll see how ferocious and visceral the cars sound… it’s all that the midrange and bass that’s being put to good use.
The car notes were boring in FM6? Really? May I ask what sound system you’re playing the game through?
The cars in FM7 definitely sound better - more alive and exciting… however, strangely enough, it feels as if the bass layer wasn’t added to the sounds. So you end up with a lot of shrill and high pitched loudness, to put it simply, but not enough “oomph” and clear midrange as well as bass to accompany the high decibel and high pitched sounds, if that makes it more clear.
You should be able to feel the car sounds in your seat, your chest, the floor etc. provided, you have a reasonably good sound system. In FM6, the more I turn up the sound, the better I hear all the effects in the game, particularly car exhaust and motor… I can feel the bass in my body and beneath my feat… it’s like I’m in an actual cockpit… the more I jack up the volume, the more bass and 'oomph" I feel.
Unfortunately, with FM7, turning up the volume causes ear fatigue because I’m not hearing and feeling deep bass and midrange in the car sounds. I’m sure T10 is looking into this… if they’re not then I guess they don’t play their own games! Sincerely hope that isn’t the case.
Yes precisely. In addition to volume tey need a serious dose of “oomph” and bass. This is the exact same issue we had at the FM6 launch and after multiple several page long threads they eventually rebalanced the sound mixing to make cars sound “fuller”.