So you’ve decided to make number 7?
Did it? I always thought it sounded bland …
If I can’t do this on any car game it’s not a real Supra … I wish forza would add exhaust tuning https://youtube.com/shorts/e0y3K25ZRbk?si=3FvKR5mZ-dXAPXcU
Then it’s time to merge this thread and the others. United threads are good threads.
Good.
What sound setup are you running?
Did you drive the car fully upgraded prior to Update 18?
They need to revert the Supra RZ to the previous sample, and I’ll be happy. This one’s disgusting. Nothing like the actual car, especially with full upgrades applied to spit out 1000+ hp.
Yeah been playing since it game out . I’m first prestige level 466, I’m talking about I wish they had the crazy backfires that the Supra has in real life , but yeah they definitely did downgraded it more … trust me I understand your frustration bro
The backfires, cracks, and pops were actually desirable before the update, not fully accurate, but the kind that make you go - “yeah, okay, this will do for now”.
Now, the backfires sound like an old WW1 rifle misfiring, and they sound exactly the same whether the car is stock or fully upgraded! Even the engine note and exhaust signature or intake and turbo sound hardly change after applying full upgrades now.
What a sorry state of affairs. Talk about an audio initiative on one hand and mercilessly slaughter a perfectly good stock and upgraded sound for a legend of a car. Dark times in Forza. This reminds of the Ferrari V12 audio mix-up or whatever, where they gave the wrong sound to the 812 and copy/pasted it across all the modern V12 Ferraris.
I will just drive the Supra in Forza Motorsport 5 and Forza Horizon 2 for now, at least it sounds like the real thing, especially as you throw all the upgrades on it.
This has got to be some kind of mix up. No way they are now expecting us to live with a Supra RZ sound that sounds like a mish-mash of a Z4, M3, and NSX hybrid sound. Absolutely nothing like a '98 2JZ.
Hopefully, this is just a temporary glitch or whatever, because I know when Mike or Nick sit down to actually test the sound they’ve now given the Supra RZ on a good surround sound system, they can see how it does not match the character of the real car at all, be it stock or fully boosted.
Priority? All they have to do is revert it to the previous sample and THEN improve that if they wish. That sample was perfectly fine, right up there with the FM5 and FH2 sample, for example.
Can you help gain some traction on the issue please, kind Sir? @T10ManteoMax
Personally the supra was better before this current update, but the new f430 scuderia sounds great, even better with race cams and race exhaust!
Right, they updated the Supra RZ sometimes in mid or late 2024 I believe, and it was absolutely beautiful. The fully upgraded sound was hair raising, and as good as I’ve a really heard in a Forza game. Have a look at these vids from FM5, as the sound in FM23 before Update 18 was very close to this:
Speedster996 | Xbox (cockpit)
Speedster996 | Xbox (replay - not the best as I wiped out and didn’t record further to showcase full acceleration sound on straights)
Speedster996 | Xbox (all views, upshifts, downshifts, neutral revving, acceleration, deceleration)
The FM23 Supra RZ sound with full upgrades was pitch perfect, sounded better than the FM 5 version, IMO. I really could CARE LESS about the stock sound. I want the fully upgraded sound to be the way it was before Update 18.
While the F430 Scuderia sound turned out nice the Supra RZ sound totally regressed. It now sounds like the “wrong” sample from FH 3. It sounds like an M4 rather than a Supra.
Shocking that this could happen now with Mike and Nick in charge of audio. They really should consider reversing the wrongly updated sound and give us the previous sample. Don’t care if they leave the stock sample untouched, I want the fully upgraded 1000+ hp sound the way it was before this dreadful update robbed us all!
Still haven’t gotten a good explanation why games sound better on PS5 than they do on Xbox when both consoles are using dolby atmos. I have several games on both consoles. Every single one sounds better on the PS5. Both consoles connected to my TV directly with the receiver connected via EARC.
It’s gonna be HILARIOUS when FH5 sounds better on the PS5.
Get to the bottom of this and MAYBE y’all will be able to solve the rest of the audio issues.
It’s been a while, but I’m finally back in the community and in Forza. Life, work, and studies kept me busy, but I’ve stayed updated on the game. It is amazing to see how far the game has improved significantly in terms of playability, immersiveness, graphics, and stability. Driving the new Lamborghini SC63 was mind-blowing, and I loved the depth of the engine sounds. New tracks like Bathurst and Sunset Peninsula are great additions, and I’m sure more are coming. The experience is truly amazing now.
First of all, I am really happy that Nick Wiswell and Mike Caviezel returned to Forza and which I got to know from the post (Car Audio in FM behind the scenes update | AMA transcript added Nov. 22). I really wanted you guys to return and take the larger audio initiative to set things right and to bring back those glorifying, eargasmic, authentic, high-quality car sounds that we all loved and enjoyed in FM1, FM2 FM3 and FM4 ( in fact I am listening to the soundtrack Cold ATF by Lance Hayes while writing this post). We still cherish and adore those sounds and still talk about the previous Forza experiences (especially FM2, FM3 and FM4) even to this day. Although I couldn’t attend the AMA, I read through everything in the post. I really appreciate the changes being made to the existing and future car sounds, and I hope this initiative continues to improve the overall car audio experience.
Now starting with my thoughts:
Last year, I wrote something similar about the car sounds, but it reflected the situation at that time only. This time it is going to be about the car sounds in 2025 of FM 2023. I had this feeling that made me feel the need to write this long post to share my thoughts to Turn10 (Especially Mike and Nick since they are in the audio department) as I’ve put a lot of effort in the past to provide with as many resources as possible to fully fix the sound of cars for FM 2023 (you can check my posts for car audio issues). While I was away from the game, I did listen to the updated car sounds. I can see that some have improved, but for the most part, they haven’t changed as much as I expected but I’m sure more car sound updates and fixes are coming, and I know you’re working hard on them, which I truly appreciate.
Let’s begin with analysis:
The sound update of the 1998 Supra RZ caused an uproar (Toyota Supra RZ 1998 - inaccurate engine sound (1654763)) and I agree with everyone that this wasn’t the best sound update. In fact we all expected something much more significant, like the updates for the Lexus LFA and the 2020 Toyota GR Supra.
When I drove the Supra RZ and tested its stock and tuned sounds with various upgrades, it didn’t seem to capture the essence of the real-life car’s sound which I was looking for . If I talk about the stock sound of the Supra RZ it is passable to say the least here’s why. It does have the tone(at a minimum level), but really messy, unpolished which ruins the overall essence of the raw 2JZ-GTE sound. When I revved the car till 3K RPM it sounded somewhat smooth but crossing that 3K range felt like there is a shift between two samples of the sound. It is as if the car magically possessed an upgrade and started sounding worst. I was then comparing the stock sound with it’s real life counterpart(bone-stock supra) and it was…nope from passable to not really passable at all.
As I started tuning the car, the Street tuned sound was not bad, it was good(once again at a minimum level). However; starting from the Sport and all the way to Race upgrades it was really horrendous and just not what I was expecting, it totally sounded like a different car and not like a Supra at all. It was just unrecognizable.
This is not only about the sound of Supra RZ, I am talking about all the other car sounds of this game that me and other members has posted in this community and had been providing feedbacks since then. Even with the ongoing audio initiative and the larger changes being implemented to improve car sounds, it seems that the improvements aren’t as noticeable in the broader details and aspects of the experience. While I truly appreciate the efforts and recognize that progress is being made, the overall impact still feels very limited. The changes haven’t yet translated into a significant shift that enhances the authenticity and variety of the car sounds across the board. It’s clear that there’s potential, but the updates don’t yet reflect the depth and distinction one might expect from such a major initiative yet. We know that car sounds serve as a unique identifier for each vehicle and these sounds make cars instantly recognizable and evoke strong emotions or memories for car enthusiasts. Just like the design and performance, the sound of a car is a key characteristic or element that defines its identity, beauty, and plays a significant role in making a car memorable and iconic.
Let’s go back to the previous releases and my favorites from Forza Motorsport franchise and what made the car sounds truly iconic, amazing and true to the core. Let’s begin with
The Birth of Authentic Car Sounds: Forza Motorsport 1
The first debut of Forza in 2005. Despite being 20 years old, each car had its own unique sound, not just in engine pitch but also in exhaust tone and character, which helped make each vehicle feel distinct, evolve in real-time, making the driving experience feel natural and immersive. This level of differentiation was important in delivering an authentic experience and resonated with car enthusiasts who could recognize the sound of their favorite cars. Despite the hardware limitations at the time, the balance between high-quality sound and technical constraints ensured that the car sounds remained immersive and impactful.
The Rise of Realism in Car Sound: Forza Motorsport 2
Forza Motorsport 2 marked a significant milestone in the evolution of car sounds in racing games. It took the authenticity and immersion of car audio to new heights. What really made the car sounds stand out was the attention to detail in the recording process. The recording of actual cars on dynos and using an array of high-quality microphones which captured every details of the engine’s sound is truly amazing. To implement these in the game, the sounds were matched with sample loops to the car’s engine speeds, ensuring the audio felt natural and responsive. The use of advanced DSP techniques to enhance the sound, gave more depth and realism. Beyond just the engine sounds, additional recordings were made for turbochargers, superchargers, straight-cut gears, tires, and even collisions which allowed for a rich and immersive auditory experience. This level of detail and dedication is what truly made the car sounds astounding and is still remembered by forza fans to this day.
The Dawn of Audio Excellence: Forza Motorsport 3
A new standard for realism and immersion begun. The process of creating new car audio started by recording each car or at least each engine featured in the game which also expanded the extensive library of engine sounds from previous games by recording actual cars either locally, by traveling, or by partnering with others perform the recording sessions. The use of a consistent microphone and input setup, while running cars on chassis dynos ensured that each recording was of the highest quality. Tire noise played a crucial role in conveying feedback to players, providing insight into their car’s handling at the limit of grip. The capture of the full spectrum of traction and grip sounds by recording tires on various surfaces and seamlessly integrating these recordings into the game’s audio system made the whole experience immersive and natural. For in-game programming, the utilization of the FMOD API, along with custom code and debug menus, was truly unique. This approach allowed for the modulation of audio effects in the game such as distortion, panning, EQ, volume, and dynamic range compression, with each element dynamically adjusted based on the car’s physics parameters.
The Evolution of Sound Perfection and the birth of a Masterpiece: Forza Motorsport 4
Turn 10 identified sound as a cornerstone of the Forza experience, and that accuracy and excitement are key to that. The sound design team for Forza Motorsport 4 set out to make car audio more visceral than prior entries in the series. Sounds from over 500 cars were captured on a dyno in a Redmond, WA garage, using the same recording setup first used with the Bizarre Creations PGR games beginning in 2001. Fans of the game were also solicited to bring their own cars for recording. An 8 to 10 channel recording device captured sound from microphones at the engine, intake, and exhaust. High SPL mics were used on the loudest of cars, notably the Mazda 787B, to reduce distortion.
The audio channels were mixed, sliced, and recombined to span rev range. The sounds are then applied to the car physics model, applying DSP and filters based on how the car is driven. The team licensed a distortion effect, iZotope’s Trash plugin on FMOD, to achieve the on the limit feeling of sound distorting in your head. The sounds are then mixed with transmission and tire sounds, and finally the distance and environmental model to form the final soundtrack heard by the player. DSP also changes the sound of the car after engine upgrades, rather than swapping samples as was done in prior games.
Along with the physics team making a new tire physics model with data from Pirelli, the sound team added more granular tire sounds to differentiate skidding from braking, steering, or wheel spin. A Tesla Roadster was used to record the game’s tire sounds, due to its near-silent electric motor which allowed them to record the sounds cleanly without engine or exhaust noise. Two microphones were mounted to the car and pointed at the tire for recording. The tire model contains hundreds of sounds for each surface and varies dynamically depending on lateral and vertical load. This detailed tire feedback improved lap times among hardcore Forza drivers within Turn 10. In Autovista mode, engine startups were recorded in 5.1 from the perspective of the driver’s head plus mics near the engine and exhaust.
All these efforts and hard-work delivered an iconic audio experience that players still talk and cherish to this day and hence resulted as the best Forza game in the racing game history.
However; starting from the FM5 and onwards (including FM2023) is where the downfall began for the audio experience which led to the highly synthesized, over-done, inaccurate, robotic, suppressed, muffled and trumpety high-pitched car sounds and totally diminishing the actual feel of the previous Forza releases we know of (FM4, FM3, FM2). It did not sound like it was actually coming from the engine, rather it was more like as if the sounds were produced digitally with the midi keyboards and had that electronic feel. Therefore, I am not going to say about FM5 much as it demolished the tone of the car sounds. In FM6, it was actually better than what FM5 had, sort of(not to a great extend). It managed to balance between the feel and authenticity of the sound. At least it did not diminish the identity, the tone, the characteristics of the car sound from a general stand point of view. But the depth and the overall feel was missing. I would give some points for not bleeding my ears with the high pitched trumpet sounding cars of FM5.
One of the standout features of FM4 and FM3 was the raw, visceral engine noises that truly brought each car to life. These sound profiles weren’t just about technical accuracy; they were crafted with passion, creating an audio experience that resonated with players on a deep, emotional level. The roar of the engines, the growl of a V8 and V12, the scream of a high-revving engines—each car had its own distinct voice that felt not just authentic, but thrilling and natural.
Now the recommendations and suggestions:
As from the above clips I have given of the previous Forza titles, you can clearly see what made this franchise glorious, iconic and remembered by all the fans and players to this day. It is not only the playability, amazing graphics and other contents of the game, it is also the car sounds that matters to us car enthusiasts and Forza lovers. I believe in you guys and I believe that with the potentials, initiatives and the ongoing changes we are getting through updates, FM2023 will be back to it’s throne again.
To bring FM2023 back to the heights of its golden age, I believe the key element will be to revisit the iconic sound samples from FM4 and FM3 and incorporating those in FM2023. Remember, these sound samples of FM4 and FM3 is what give us that raw, exciting engine sounds in those days that are iconic and masterpiece of it’s own. It had a soul to be very honest. By reintroducing these signature sounds—or building upon them with the same attention to detail—could recapture that visceral, heart-pumping sensation that made racing in FM4 and FM3 unforgettable. The distinctive growls, roars, screams, and whines of each car would bring a sense of excitement and energy to FM2023 that is currently lacking in comparison.
Therefore, I highly and strongly suggest you guys use these iconic sound samples from Forza Motorsport 4 (FM4) and Forza Motorsport 3 (FM3) to enhance the audio experience. The car sounds in FM4 and FM3 were truly special, offering a raw, visceral quality that made every engine note come to life. These sounds were not only technically accurate but also filled with depth and emotion, making the driving experience feel incredibly immersive and exciting. I am sure you guys know what to do for that. I am no expert in audio engineering and just an average racing gamer who is expressing the emotion of previous Forza titles and what we players are looking in FM2023. I hope that these clips bring back those memories of what we loved and I hope you take the time to read my post and get the message not just from me but on behalf of other members and players of Forza.
The attention to detail and the passion that went into recording these sounds in FM4 and FM3 helped elevate those games to another level, and I believe reintroducing them in FM2023 could go a long way in restoring that same magic as they are an essential part of the Forza legacy and would significantly enhance the driving experience for players.
Huge thanks and shout out to Mike and Nick for your contributions and I look forward to more exciting audio updates.
Thank you
I’d like to chime in here. I’ve been playing around in the audio_cars and audio_platforms JSON files.
These control what sounds each car uses in the case of the audio_cars and what each engine sounds like with different parts on it in the case of the audio_platforms.
I have found that many cars posses the same audio file. A good example are the Touring cars. With the exception of the honda and the subaru each car uses the I4_BTCC engine sound.
Another example is the 3.7L V6 you swap into the 2016 Ford Shelby 350R. This engine is from the 2019 Nissan 370Z.
“Name”: “NIS_370ZNismo_19”,
“Enabled”: true,
“NA”: “V6_NIS_VQ”,
“Turbo”: “V6_NIS_VQ”,
3.7L V6 | 350 | 2019 Nissan 370Z Nismo |
---|---|---|
1992 | Toyota | Supra 2.0 GT |
1969 | Nissan | Fairlady Z 432 |
1969 | Toyota | 2000GT |
1965 | Austin-Healey | 3000 MKIII |
1954 | Mercedes-Benz | 300 SL Coupe |
1966 | MG | MGB GT |
1958 | MG | MGA Twin-Cam |
1980 | Renault | 5 Turbo |
1971 | Lotus | Elan Sprint |
2014 | BAC | Mono |
2013 | Caterham | Superlight R500 |
1961 | Jaguar | E-type |
1966 | Ford | Lotus Cortina |
1967 | Renault | 8 Gordini |
1981 | Ford | Fiesta XR2 |
1990 | Subaru | Legacy RS |
1974 | Toyota | Corolla SR5 |
2016 | Mazda | MX-5 |
2017 | FIAT | 124 Spider |
2013 | Mazda | MX-5 |
1990 | Mazda | MX-5 Miata |
1973 | Mazda | RX-3 |
1985 | Toyota | Sprinter Trueno GT Apex |
2002 | Mazda | RX-7 Sprit R Type-A |
1997 | Mazda | RX-7 [FD] |
2011 | Mazda | XR-8 R3 |
1990 | Mazda | Savanna RX-7 [FC] |
1993 | Nissan | 240SX SE |
1985 | Mazda | RX-7 GSL-SE |
1970 | Datsun | 510 |
1989 | Toyota | MR2 SC |
2000 | Nissan | Silvia Spec-R |
1992 | Mazda | 323 GT-R |
1994 | Nissan | Silvia K’s [S14 Zenki] |
1998 | Nissan | Silvia K’s Aero [S14 Kouki] |
1994 | Toyota | Celica GT-Four RC ST205 |
1992 | Nissan | Silvia CLUB K’s |
1992 | Toyota | Celica GT-Four RC ST185 |
1972 | Mazda | Cosmo 110S Series II |
1969 | Datsun | 2000 Roadster |
1998 | Mitsubishi | FTO GP Version R |
1997 | Honda | Civic Type R |
2018 | Nissan | Sentra NISMO |
2011 | Peugeot | 308 GTI |
1992 | Volkswagen | Golf Gti 16v [Mk2] |
2009 | Ford | Focus RS |
2021 | Lynk & Co | 3 |
2003 | Volkswagen | Golf R32 [Mk4] |
2003 | Renault | Sport Clio V6 |
2004 | Honda | Civic Type-R |
2003 | Toyota | Celica Sport Specialty II |
1998 | Volkswagen | Gti VR6 [Mk3] |
1970 | Honda | S800 |
2019 | Ginetta | G40 Junior |
1999 | Ford | Racing Puma |
2016 | Vauxhall | Corsa VXR |
2013 | Ariel | Atom 500 V8 |
1965 | MINI | Cooper S |
1993 | Renault | Clio Williams |
1986 | Ford | Escort RS Turbo |
1983 | Volkswagen | Golf GTI |
2018 | Exomotive | Exocet Sport V8 XP-5 |
2016 | Renault | Clio R.S 16 Concept |
2008 | Renault | Megane R26.R |
2003 | Ford | Focus RS |
1995 | Volkswagen | Corrado VR6 |
2001 | Acura | Integra Type-R |
2000 | Honda | Prelude Type SH |
1992 | Lancia | Delta HF Integrale EVO |
1986 | Dodge | Shelby Omni GLHS |
1991 | Honda | CR-X SiR |
1981 | Volkswagen | Scirocco S |
1973 | Ford | Escort RS1600 |
1979 | Opel | Kadett C GT/E |
2019 | Elemental | Rp1 |
2013 | KTM | X-Bow R |
2016 | Ford | Shelby GT350R |
2018 | Honda | Civic Type R |
2021 | MINI | John Cooper Works GP |
2017 | Alpine | A110 |
2018 | Ford | Mustang GT |
2013 | Mercedes-Benz | A 45 AMG |
2014 | Alfa Romeo | 4C |
2021 | MG | MG6 Xpower |
1999 | Mitsubishi | Lancer Evolution VI GSR |
2004 | Mitsubishi | Lancer Evolution VIII MR |
2008 | Mitsubishi | Lancer Evolution X GSR |
2022 | Volkswagen | Golf R |
2021 | Volkswagen | Golf R |
2014 | Volkswagen | Golf R [Mk7] |
2019 | Hyundai | Veloster N |
1995 | Mitsubishi | Lancer Evolution III GSR |
2012 | Vauxhall | Astra VXR |
2018 | Renault | Megane R.S. |
2005 | Dodge | SRT4 ACR |
2012 | MINI | John Cooper Works GP |
1992 | Ford | Escort RS Cosworth |
2015 | Audi | S1 |
2009 | Honda | S2000 CR |
1984 | Peugeot | 205 Turbo 16 |
1987 | Ford | Sierra Cosworth RS500 |
1990 | Nissan | Pulsar GTI-R |
2011 | Alfa Romeo | Giulietta Quadrifoglio Verde |
2006 | Vauxhall | Astra VXR |
2011 | Citroen | DS 3 Racing |
1995 | Toyota | MR2 GT |
1990 | Chevrolet | Camaro IROC-Z |
1995 | Mitsubishi | Eclipse GSX |
1992 | Mitsubishi | Galant VR-4 |
1998 | Eagle (U.S.) | Talon TSi Turbo |
2013 | Dodge | Dart GT |
1969 | Ferrari | Dino 246 GT |
1977 | Ford | Escort RS1800 |
1988 | Chevrolet | Monte Carlo Super Sport |
Every car listed above uses the engine sound for the 3.7L V6 from the Nissan 370Z
Feel free to look at the audio_cars.json found under media/base/audio/cms
Plenty of cars use engine sounds from other cars.
A search for Aud(Audi)
“Name”: “BEN_17_ContinentalGT3_14”,
“Enabled”: true,
“NA”: “V8_AUD_TFSI”,
“Turbo”: “V8_AUD_TFSI”,
“Name”: “LAM_63_Huracan_18”,
“Enabled”: true,
“NA”: “V10_AUD_5.2Race”,
“Turbo”: “V10_AUD_5.2Race”,
“Name”: “LAM_63_HuracanLP6202_15”,
“Enabled”: true,
“NA”: “V10_AUD_5.2FSI”,
“Turbo”: “V10_AUD_5.2FSI”,
I could go on.
This is very sad - the sheer number of shortcuts they have taken.
I have to be realistic here: I don’t think the sound will be as good as FM 2 to 6. They’re just not interested in improving the existing sounds, especially how everyone now has become obsessed with keeping the game file size down.
Sigh. Honestly, if this keeps going, it feels like FM2023 will never reach the heights of its golden age again. It’s honestly frustrating. I’m currently testing other cars in the game, and with how many incorrect, robotic, synthesized car sounds are still present, even after 18 updates, I can’t help but wonder how long it will take to fully turn things around. This isn’t about being sad or frustrated—it’s just a realistic observation. It’s like saying, “I still believe FM2023 has the potential to get back to its peak, but will we ever see it on that throne again?” Only time and Turn 10 can answer that. Let’s wait and see what happens. Let’s hope things get fixed soon and it all turns around for the better.
Oscar to this mister!
With the amount of cars present in the game, it shouldn’t surprise anyone if the game size exceeds far beyond 200 GB. It may very well, especially if they plan on faithfully correcting the inaccurate or plain bad/wrong car sounds.
People really need to make arrangements for additional storage or use a ‘cheap’ workaround like I do at times: move a game from the internal SSD to an external HDD for the time being if I need to create more space.
Either way, we’re definitely not going to get the car sound quality that this generation of Forza truly deserves with the devs and even some players pushing so hard to keep the file size down. It’s silly to expect good and authentic car audio samples in that regard.