Let's talk about audio

Ohh boy…

Well, he did as he was told I’m sure.

We literally need an outside/third party team that does sound in car games. Heard of DC Designs? They build fighter jets for MSFS20. They work with an external party to do the jet engine sounds, and they literally nailed every aspect of it for each one of their jets. Absolutely shocking.

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Check their other projects and listen to those games. Explains a lot. Also I see VERY little precision studio monitors in that lab. Looks like just a big office full of bedroom studios. No wonder everything is squashed and very little translates well to home theater. Just looks like a big joke of a sound design lab and their work shows it.

why do the cars sound like they are under water not just car audio but the crowds the announcer sound of tyres can be a bit louder all over audio is poorly blended together because I cannot hear the crowds or the announcer

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The mix is just overall bad. I don’t have that many complaints about the environmental or non-car sounds, but the cars themselves need to stand out. It’s the dynamic range mix, it is simply not correct.

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It does yeah, I can count on my hand the number of times I want to throw my amp out the window because this game is an embarrassment to my sound system.

I go back to their previous games or PCARS, Assetto Corsa, Dirt Rally, WRC, Ride, etc. I’m in heaven again. Instant bliss. Even Flight Simulator has ridiculous dynamic range sound mixing for the 3rd party fighter jets as well as the free planes.

T10 are so far behind everyone in terms of sound, I hope this doesn’t become one of those long-running jokes.

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I couldn’t resist sharing these. The cars sound REAL to my ear, and mind you this is YT compressed audio, on a surround sound amp they are even better. Enjoy!

All sounds in there are spot on, except for the Carrera GT, F40, and a small handful of others which Slightly Mad seem to struggle to get right. Overall, they sound like the actual cars - as in, recorded from the real cars. It’s insane how close they are to the actual cars.

Why Forza? Why did you not take the sound seriously in a CAR game??

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Never heard of them. I was never into MSFS actually…

Why is it that modern racing games completely ignore redline? Forza has been doing for years, PC3 (in the videos posted, notably the GT3 RS) allows the driver to completely blast past redline without hitting any kind of limiter…

The generic rev meter in PCARS 3 is not accurate in the sense that the redline is just generic. If you shift to cockpit view, you’ll notice that the rev line will bounce as per the individual cars rev limit… Irrespective of what the redline is on the screen in the external views. It’s really weird but it is what it is.

As for Forza, i don’t see any issue… Redline bounces where I expect it to bounce although they have a long way to go in terms of getting the revving sounds for each car right, both during idle/neutral gear revving and while accelerating and decelerating or coasting.

I just ran GT7 and FM back to back without changing the volume of my system. FM is at least 6dB louder for NO GOOD REASON other than to BE LOUDER.

Fire the loudness war aficionados immediately.

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Everything in PC3 is inaccurate.

FM8 hasn’t come close to what the debacle PC3 is and doubt it ever will, FM8 is enjoyable to drive in even with it’s issues.

Project Cars 3 failed in the first 30 seconds of play, FM8 took about a day and hasn’t change much since

What I was getting at (outside of PCars 3) was that each car in Forza has it’s own redline based on if you have put a cam upgrade in or not. But even stock, you can blow right past the redline and it will hit a coded rev limiter somewhere past the visual redline for the car. Sometimes it’s only a little bit, sometimes is upwards of 2k rpm past.

The 2020 Corvette Stingray Coupe has a redline of 6500 rpm. You can rev it to just beyond 7k before you hit the limiter…The real car is hard set to limit at 6500 (as the gauge shows).

Got a whole lot more dynamic range in the audio in this update. Seems that the surround bug still remains tho ( the one where you have to walk the game through a different mode in order to get the mode you want working correctly. ).

FM aside, I just jumped on FH5 after not being on it for a while and played with the new Mitsubishi hill climb car.

Oh my god, the sound of the up and down shifts is sublime (without the anti-lag turbo). Someone who worked on the sound for that car really knows how to do their job!

I’ve seen several tickets in car issues for louder cockpits… Be careful what you ask for. They’ve got the cockpit audio mixes in a better spot for home theater setups. I’m not talking about the sound samples here, just the mixing and mastering. My goal here is to maybe educate you a bit on what you should be asking for.

A few things before you start saying make this louder etc. Have you tried to alter the game’s mix yourself? Turn opponent cars down 'n such? Try that first before you go asking for the wrong thing. They should be mixing these interiors to be a carbon copy of what the cars are IRL. No enhancement. No volume boosting. Nothing.

So if your cockpit audio is too quiet for you, try turning other stuff down first or asking them to fix the overall mix. We do not want to take 2 steps back here.

Thanks

I was racing in the new G40 yesterday. I missed half my gear changes because I could not hear my own car.
I use cockpit no wheel view. And have the opponent engine sounds turned down to 25-40, and they still are way louder than my own. This is the same in alot of cars, though the G40 does seem even more muted than others.
For reference I run through an basic studio monitor setup with the Xbox sending unprocessed stereo.

I shouldn’t have to set the opponent engine sound levels to 24-40 just to hear my own car. same with impacts and rumble strips.

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Then they need to fix the mix. Ez pz. The cars should be as close to 1:1 as possible without any enhancement. I’m not saying you’re wrong ( I’ve not even tested the Ginettas ). I’m just saying that y’all need to be careful what you ask for.

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Idk why fm23 is so loud. Every other game i play the volume is at 100 but fm23 i need to turn down to 35 for it not to be super loud forcing me to turn down my tv volume.

Glad to hear they’re improving sound, i feel like the patch notes are always only 50-75% of the stuff they change or add.

It’s at least 5dB louder than FH5 and that game is already too loud. You can thank the EDM loudness war for how FM and FH5 sound. Both games use the same techniques used in that music and it’s VERY apparent. Especially to a guy like me who engineered the stuff for a decade.

Yes, I did, it doesn’t work for Ginetta G40 Junior, and I don’t think the open-cockpit Brabham BT8 should have transmission louder than engine which sits right behind driver’s head :slight_smile:

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