Sound updates from update 9.0

They will be good when they happen

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Yes, so let’s all stay positive till then. These things can take time. Car recordings and reproduction in the game can be a complicated process.

Nope, too many things wrong for me to accept that anything will be fixed. Had 8 months, whatever comes now is too late and they haven’t even got rid of that applying tune, would you like to apply blah blah then straight after, your setup has changed would you like to apply it :crazy_face:

Going across the tabs in setting has lag and you cannot get past graphics setting without it landing on it and saying, your setting have change would you like to apply! No they haven’t I’m just trying to get to the controller setting so I can AFK This FOMO NONSENSE

Lol… Right…

Sometimes, good things come to those who wait.

In the meantime, try to enjoy the game :+1::grin:

We have tried since launch. These complaints aren’t something we woke up and decided were a problem, these are things that have been going on since launch. We’re tired. We’re annoyed. We just want something today that shows the developers care about this game instead of slapping half-baked patches and recycled tracks with minimal updates to them.

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That sounds like it would be a downgrade for a lot of cars, in my opinion.

“Let’s take our mid car sounds and make them sound even more synthesized and ear-grating than they already are! That’ll win people’s hearts back to us!”

I think we ought to show some appreciation for the sounds that have been improved.

Many more are in the works I’m sure as Jet Party has closed out multiple threads stating that those sounds will be re-recorded.

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There have been some notable improvements in the dynamic range department. Still not quite what I’d call great, but good enough for now and this is just one part of the bigger picture. I have my suspicion that this is tied to the accessibility screen reader as FH5 had its own fair share of audio issues because of how this was implemented. The Xbox in general did pretty early on but I got them to fix that too ( Was a point in time where I’d have to go to accessibility and toggle it on and off to get proper dynamic range in all games ). I’m currently experiencing similar issues that I was in FH5 before they fixed it. I have to, every time I change cars, go to xbox audio settings > pick any of the other surround modes > immediately pick the one I was already using ( have to like jog it into place ) > then go back to the game and my surround dynamic range will be less squashed. Cool, make it easier for handicapped people to play, but don’t mess it up for the rest of us in the process.

What I’m hearing right now tho is a bit concerning and I hope it doesn’t stay this way. Currently the exterior cam audio is quieter than interior and that just doesn’t make sense. Interior is still a fair bit too squashed for my tastes, but it’s getting there. I don’t know what the audio team is thinking far as these mixes go, but the entirety needs to be thought over again. None of it makes any sense. This surround sound dynamic range battle is only one part. They need to go in and yank all of the loudness management. Just get rid of it. Lower the levels of all the channels and just make sure that the master bus isn’t clipping. There is NO need to push the master volume as loud as they have. This game is STILL louder than FH5 and FH5 is pushing the limits. Especially for a home theater mix. Tell marketing to stick it where the sun don’t shine and give us a 100% 1:1 mix with full dynamic range. We do NOT need this game to hit -5LUFS.

Overall I’d say there needs to be a good 30% less noisy frequencies in cockpit cam. Basically everything above like 120hz needs to come down. I currently have my player engine channel set to 70 and it feels about right. I’m missing the engine bass levels atm, but I just cannot deal with the harshness.

This shouldn’t be too difficult to pull off. Get a recording of the cockpit of the car. Measure the dynamic range. Make sure the recreation dynamic range matches what was recorded.

DR12 minimum or get out.

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I don’t blame people for being so sceptical and a bit jaded.

As someone who was at the forefront of hyping this game here pre launch there certainly was an awful lot left to be desired with respect to how this game launched.

Not much point trying to change people’s view of the current state of affairs.

I’d more just note how many are still here despite everything which means at a base level, in the end, we all love the game and want it to be better. We just have a whole spectrum of views in expressing that.

Personally, the audio os the single most disappointing thing for me and I’m very glad there is finally some green shoots on this.

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Whatever they did woke DTS:X up. In a BIG way. Dolby Atmos still sounds pretty shoddy tho. The other surround modes don’t even hold a candle to DTS:X.

My recommendation is to run DTS:X MSTR if you can for now until they dial in the rest.

I’m having the opposite experience - cars are definitely louder in chase cam but many of them can be unusually quiet in cockpit and first person cams. Cockpit especially when I say “quiet” I mean squashed and faraway as if some kind of extra wide spatial setting is being applied which causes the cockpit sound to be not centered or focused around the player - think hearing a car rev in a tunnel or cave several miles from you.

I’m on a surround sound system too with Dolby Atmos enabled via the Dolby Access app.

I really hope they don’t take the loudness out of the cars and improve it from a car to car basis as the decibels these cars kick out IRL sometimes makes you want to cover your ears… It’s that ear bleedingly good!

Have you played Forza Motorsport 5? Most cars are appropriately loud in that game. In FM23 when you hear an Alfa Romeo Quadrifoglio kicking out more decibels than an Aston Martin Vulcan or Ferrari FXX-K Evo, know something is not right. The Alfa Romeo is not the issue, the Ferrari and AM are in that case.

Anyway they are reworking many sounds as we speak so it’s only a matter of time.

The Supra and RX-7 sound so nice in the game right now as does the old school Acura NSX - the dynamic range is good and one way you can tell is that the reverb is appropriately loud when you’re near a wall or surrounded by buildings. The LaFerrari for example sounds awfully quiet in chase,cockpit and reverb because it’s a placeholder sound from what I can tell I believe they will be updating that at some point - just to give you a comparison and example.

FH 5 is actually a very quiet game… The cars don’t sound as loud as they do IRL… They don’t generate enough decibels to make you jump… Know what I mean? Stand next to any of these V8 or V12 monsters IRL… It’ll blow your pants off my friend. The FXX-K and Cinque Roadster are two of the quietest cars in FH 5!!

We don’t want them to be loud in game. We have volume knobs for that. If you want those loud, turn your system up. We need the audio to be 1:1 with their real life counterparts. Or as close as it can be at least. A lot of cars hit north of 90dB. Movies and such are mastered to 85 with peaks of +20dB in some cases ( a good master is at least ) and as such home theater systems are calibrated to around the same level if they can handle it that is. What needs to happen is that they stop with the compression and all that nonsense. You screaming about loud this loud that will just make them use it more. Stop it. I have played FM5, and it doesn’t sound terribly great on my current surround rig so Idk where you’re coming from there really. FH5 is quiet on purpose. Quiet master = more dynamic range. You can’t have both. That’s just how audio works. Sacrificing dynamic range for loudness is why we’re in the predicament we’re in. Play stupid games, win stupid prizes. Music and audio engineering in general has suffered in this way since the late 80s. Enough is enough.

DR12 minimum or get out.

There’s communication between what goes on here and the Devs? Are you sure? :rofl::rofl:

Does anyone apart from @CRSSQU4R3D actually know what DR12 is

Seems my logitech speakers that make sounds go vroom ain’t cut out for it

LOL! Fair enough. Lemme enlighten ya some. DR = Dynamic Range. The number after is its level ( generally specified in decibels ). So in this case it’d be Dynamic Range of 12dB. This means that the distance between the loudest and quietest parts are 12dB apart. DR12 is not terribly high in the first place ( Dark Side of the Moon is DR12 - 14 for example ).

Now, when I complain about this it is generally because they’ve set one dynamic range level to rule them all. One for headphones, small PC speakers and surround sound. Basically trying to do the devices job before it gets to the device ( 9 times out of ten your device is already equipped with some form of loudness management so trying to handle this before it gets to said device generally ends up with a compound fletcher munson curve >> Equal-loudness contour - Wikipedia. When this is in play these mixes sound considerably flatter than they should on speakers that can handle full dynamic range.

When I say DR12 minimum, this is what I mean. Ultimately the DR should be whatever my speakers can handle. Other games have this option and it’s usually called Reference, Full Range or Full Dynamics. Forza titles have yet to fully embrace this movement.

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Ahh Dynamic Range, I’ve heard about that but thanks for explaining it.

The Audio team at T10 say they haven’t changed anything yet you, I and a host of others say something has changed with certain Audio things :thinking:

And since we are probably not going to get any more information out of Turn10 until they drop the info in the patch notes, I mean Update notes here’s a quick question for you

If I had some money sitting around how much would it cost to let’s say get 160 decibels, something to go through me like a Top Fuel Drag car does? Of course I’d have earplugs in but just that eye shaking sound that literally shakes every part of your body

Given this is a Microsoft game it’d be fair to expect the sound to be good in Windows Sonic.

But, I generally have used DTS:X and always found it to be better.

Anyway, for FM I’ve used Sonic and today just to test I switched on DTS and OMG is the implementation abominable.

All this overdone 3D sound in FM seems to have really screwed with DTS as it was just horribly echo, tinny, with no crispness at all.

And when the lady racing engineer person speaks it l’s like she is speaking 1cm from your ear in a sound studio or something.

Ugh!

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You actually have her on, I muted her ages ago and the racing is better for it… plus you don’t have to listen to her yabba on everytime you enter a track

Too much. I’m guessing 20k minimum, but Idk tbh. Could be some PA speakers out there that hit that high but Idk what they are. They won’t be doing so with much bass tho. That’s what gets ya. Soon as subs are involved, your cost generally doubles and triples pretty quickly.

No car exhaust hits 160dB tho. Maybe 110 at best. Top fuels hit 150, but we don’t have those in this game and I don’t look for them to ever be added.

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Oh? How do you turn her off?

I do tire of her “helpful” advice when you load up a new track.

“There’s lots of corners here, so make sure you maximise corner speed”

Er… ok thanks