Do you understand compression? It’s used pretty extensively in the recording process.
If the audio department of forza is recording live engine sounds they are most likely using some form of compression in the process.
The opposite effects processor to restore the dynamic range is called an expander. (Go figure)
The proper EQ curve for a recording should be a flat EQ curve. From there, the listener can adjust their personal EQ curve to suit their own listening tastes.
That’s the problem. It’s used too much. This age of spatial audio requires 100% natural recorded sources. No compression. No enhancement. Minor cleanup.
Do you strap a compressor to your head when you go for a drive? No? Didn’t think so.
These cars, especially with racing exhaust, are LOUD and can be heard for miles. Can we please oh please adjust the roll off distance for car audio? The tracks are small relative to the distance the sound should travel. IE I should be able to hear every car on the track, all the time, no matter where I am on the track. Even if they are on the opposite side of the track, I should hear engines roaring off in the distance. There isn’t a single game out there that gets this right.
My city won’t even allow a race track within city limits because of the noise. But in any and every racing game that exists, race cars just stop making noise 50 feet away from you. It’s soooo immersion breaking.
I think that would be a good feature to have a slider for. I don’t think I would want it all the time. I feel like it would get fatiguing during a long session having to listen so carefully to hear where your car is in the rev range.
Everything you hear in every format or device is compressed to some degree whether it’s video or audio. There is no raw sound or video in consumer entertainment as it would be absurdly huge. Its about the original format, the compression used and how it’s mastered. All can vary a lot.
I would say in order to make the car sound right in this game, keep it raw and not to use any kind of enhanced effects or trumpety effects(like fh5 does) or anything that makes it artificial, compressed, muffled, squashed. Plus if the car sounds are inaccurate i.e. not resembling with their real life counterpart, that’s worst as well.
Not really a huge fan of the FH5 sounds tbh cause I feel like the sounds feel a lot artificial or being generated or processed by a huge margin. So on that note, I would highly recommend to keep the sounds original or true to the real life as much as possible so that when we rev the engine or accelerate we will be able to resemble with the original counterpart and tell ourselves “Now that’s how a 2JZ should sound!!” or “Now that’s a proper sounding American muscle!!” something like that, you know what I am saying, the excitement. Also adding smaller details like supercharger whine, turbo spools, VTEC Engagement etc matters too, these are certain characteristics of a particular car. I hope in the coming days these issues will get fixed.
From that clip, it sounds like realism is two British dudes yapping. Anyways, how realistic it is doesn’t really factor in. It could just be an audio slider.
Well that’s another thing is if the levels are done right, you wouldn’t hear it much over your own engine, unless of course you are running stock exhaust and others aren’t. In that case you should definitely struggle to hear your own, especially if others are close by.
But of course sound levels are all over the place and nowhere near where they should be. Cars with racing exhaust idle just as quiet as stock exhaust and anything in the first half of the rev range is quiet, dull, and lifeless, even at full throttle.
Yep that’s exactly what I was talking about in another thread.
The levels are wrong and the volume sliders don’t help much. You’d have to put some sound effects at the minimum. Plus it’s not my job to make it all sound decent and close to real life.
It should be well balanced out of the box.
Heck, one simple collision side to side is an explosion that drowns all the other sounds in-race.