yeah please put better sound turbo and reel car engine sound
its like im playing Mario kart the sound are absolutely unAcceptable
yeah please put better sound turbo and reel car engine sound
its like im playing Mario kart the sound are absolutely unAcceptable
The car exhaust and engine sounds are lacking low end harmonics. Ever notice how every single car is missing its respective rumble? Turn10 only needs to include the FULL FREQUENCY RANGE of the engine and exhaust sound. That means 10hz to 20khz. Don’t cut it off the low end at 100hz. The life of the car is in these lower frequencies. Car after car, there is no use of these ‘sub’ frequencies. The ones that let you FEEL the car are deleted. Give us the engine rumble. Give us bass, give the cars life! That 4 cyl turbo decel pop should hit me in the chest. The V6 howl should resonate like a tuning fork. The V8 should shake and rumble. The V10’s should rack my spine.
‘kakthebadguy’ said it. If Need for Speed can enable customized exhaust notes, why the *&#@ can’t Turn10?
The sound just needs swapping out, it has to be the easiest fix in the entire game.
Said they’ll discuss car sounds in the next stream. One or two weeks from now.
Great, time to put this concern to bed there. For better or worse.
It’s not only the sound of the car you are in, anyone having attended any competition knows that cars sound doesn’t vanish just 10m away. The headsets mechanics are wearing at pit stops are not for listening "don’t you don’t you … " All those cars are generating incredible sound level.
So, for me it’s not only getting rid of Lawnmower engines but also to get a bit of the incredible sounds those monsters are generating.
I would like to press on the accelerator and from the sound and force feedback, say, oh my … what a beast … or be in freeroam and hear an hypercar coming in the valley from miles away.
I think the problem we had with both FM7 and FH4 was that the sound guys were trying to be too ‘artist’ about it and make these sounds their own when they should have been focusing on recreating them. Another huge issue ( which has been rectified in recent times in FH4 with my guidance. You’re welcome. ) is that they mixed and EQed everything all wrong. Treating the cars as vocals in a pop record rather than the full range beastly growls they should have been ( 100hz low cuts and boosts in the mid range were very apparent in all sounds ). I didn’t hear any of these problems in the gameplay of FH5 so far, and that AMG Project One sounds REALLY spot on. I think what they’ll be doing this gen is using the same sounds for both FM and FH. There shouldn’t be any deviation in the first place unless the exhausts are different. A car sounds like it does no matter the medium it’s placed in. In short, they over thought them. Rather than just mixing and EQing to sound like their RL versions, they got a bit too creative for no good reason. Here’s to hoping that’s a thing of the past.
The AMG Project One is wrong.
AMG project one at the ring
AMG Project one onboard
Valtteri Bottas in 2017
2017 F1 W08 testing
I hope you get the Valkyrie right when it gets here.
And the Jesko’s true sound
They seem improved to me:
I couldn’t say how close to the real thing they are, but there at least seems to be more variety and depth to the engine sounds.
I know, but they always get the best cars wrong! FM4 and FH1 would’ve been perfect had they got the Zonda Cinque right. Here’s to hoping they do this time since the AMG Project One is the cover car (I believe).
So, per the Let’s Go video explanation, the latest and greatest method they have developed at Playground for recording and reproducing accurate car engine sounds was described as ‘granular synthesis looping’. You can watch the stream for a more technical explanation of what this process involves, but I thought the important thing mentioned about it was that they used this process to create the engine sounds for about 10-15% of all the cars in Horizon 4. In Horizon 5, this process was used for engine sounds for every single car.
It will be a sound that loops, and fades into itself on each end of the loop… like superimposing video fades. Then cutting all those sounds into tiny bits that all fade into each other.
I know about granular synthesis. The tone of the V6 is off, the growl from the engine rotations are there. It sounds like they took the sound from f1 2014 (the game).
I saw all cars in that new engine sound video still has the FH4 exhaust flames and ‘popping’. This was one of my gripes in FH4. Stock cars would shoot massive flames and backfire when shifting and revving. I think that’s cool if you install a aftermarket exhaust, but on a stock Toytota Land Cruiser diesel it just seems silly, and becomes annyoing. Hopefully they keep the stock cars just that, stock.
I just finished watching the new car sounds video. The Audible Upgrades thing is pretty cool, but I wish they’d separate functional stats from cosmetics like look and sound. What if I want to add more horsepower but I don’t want to drastically change the sound of my car? I appreciate that there’s a limit to that, you can’t have a 3000hp drag monster that sounds like a stock V8, but still. The exhaust makes the most sense but is so disappointing. The stock sound is so much better, but you’re gonna want that weight saving and horsepower ![]()
On another note, what happens if I install one part that changes sound, then another part that changes sound? Does the new sound overwrite the old or do they form a new sound?
On the functional/cosmetic point, same goes for wheels and perhaps bodykits. It sucks when there’s a set of rims that look perfect on a car, but they’re either too heavy or too light to work with the rest of the setup!
You mean like a piano sample should include all the ringing of the whole piano, but at first they just sampled the piano keys separately. Later Yamaha sampled a whole piano in a clever way so that all the sounds worked together. I don’t think PG Games system will be that advanced… The sounds are single samples overlapped so all sounds add together as one sound.
An improvement, but not quite there. You can’t help but notice how digitized and full of excessive treble they all are.
My thoughts:
Supra: Never heard a Supra that sounded like that, stock or upgraded
XJ220: Sounds good
Ford GT: Sounds ok but I’m not familiar with the real car
2-Wheeler: Who cares?
Golf R: A little bit worse, and the car in Forza is a 6-speed, so it shouldn’t have the DSG fart
Camaro ZL1: Pretty bad, though the source material doesn’t help either
BRZ: Inaccurate, it’s just the WRX sound with a regular I4 sound layered over it
F355: Worse than before, excessive treble, real F355 isn’t F1 like
Huracan: Nice, but there has been better in Forza before
Viper: The only really good one
AMG One: Want accurate F1 sounds, then play F1 games from Codemasters, not this one
Also, NFS had sound changing with exhaust upgrades 17 years ago. And it had cleaner, better sounds, using the dyno runs the sound engineer criticized in the video.
Many, many years ago, someone taught me a technique that would fall into a very primitive form of granular synthesis. The vast majority of racing games use recordings at steady rpm to create sound. But these samples are difficult to loop properly sometimes. What this guy told me to do was to take snippets of the samples I recorded and loop them many times to create a file with the length of a regular recording. Eventually I went back to plain recordings since the result of his technique gave me sounds with no range whatsoever. I’m not comparing my shoddy work in any way to anything that’s in FH5, but the sounds I’ve heard so far remind me of those.
PG on the other hand have time, resources, actual degrees and access to the real cars. Granular synth is a powerful technique, but I’ve seen incredible sounds made by skilled modders, many of whom with acoustic engineering background, using plain recordings (sometimes from YouTube itself!), and outdated Miles system, with better results. No granular synth, no raytracing trickery, just the sound. And, I’m sorry to say, but I’ve seen better in games from more than a decade ago. The sheer number of cars in Forza demands the use of efficient techniques, but this is no excuse for certain choices in artistic design.
And yes I think granular synth as well as lossy compression are the “culprits” behind the less audible bass in these newer games.
What I got from the video is PG not yet at the level we expect and trying to use the lesser compression of sound files in the new consoles to pass them as superior to the old ones. It fools Horizon players, but not Motorsport players, who are used to sounds with less compression. But it’s still a lot better than FH4 where some sounds were plain broken like some of the McLarens.