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M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
Disclaimer: I haven't played GT Sport nor Project Cars nor iRacing nor Assetto Corsa.

I am not really familiar about how sounds to this genre is recorded, but as down-mixing/mastering/producer folk, I cannot stand the cheap Overdrive distortion, Over-compressed, Reverb (that's when you in tunnel) sounds . Before I posted this thread I looked to real sport cars and it really sounds like nothing like that. But for few hours when sound engines in game got more sophisticated, they sound like shit in the most of the sport games. Over-exaggerated sound to sounds "cool".


I have no equipment to record audio from my Xbox to PC, well, I am sure I could improvise, but in latest FH4 some machines, especially those "Horizon Editions, sounds horrendous from the sound standpoint, I don't care if the car "roars" if that's within the limits, but FH4 goes way pass that, which kind of wanted me to post this:

clippingred2.png


That's pretty much how the tuned engines in the game sounds like. Clipping and all the "good" stuff. FH3 was far better in this regard and I am really sick of how audio is treated like some over thought in games these days and how many companies just don't give a fuck.


This is not a rant, this is how it is. I am fairly sure, that here on ERA is people who are familiar with sound design and all that stuff, so I am posting this just in case. There is a need to solve this before any added effects for multi-channel audio, ambient sounds,etc. FH4 audio staff did a really poor job in this regard.
 
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Falk

Member
Oct 26, 2017
4,039
Over-exaggerated sound to sounds "cool".

movies and games rarely sound like real life

everything from gunfire to hilarious computer system bleeps for shit like moving windows

edit: I'm not disagreeing with your post, mind you. I think the industry can do better in terms of standardizing optimum listening volumes for games, similar to "Adjust brightness till this is barely visible", etc.
 

Mechaplum

Enlightened
Member
Oct 26, 2017
18,795
JP
isn't it a bit premature for you to form that conclusion when you haven't played the games in your disclaimer?
 

JeffGubb

Giant Bomb
Verified
Oct 25, 2017
842
Oh, yeah? Well, racing game doesn't like the way you sound!

(Yeah. I don't know if I love the way Forza Horizon 4 sounds.)
 
Jan 10, 2018
6,927
I've been following Assetto Corsa Competizione lately and the Bentley that they recently added really impressed me with its detailed cockpit sound. What's your opinion of it?

 

Falk

Member
Oct 26, 2017
4,039
Honestly? I'm listening to gameplay footage of FH4 and I feel like a lot of it is creative decisions moreso than technical issues.

People change mufflers to make their shitty cars sound louder in real life too because who doesn't want to annoy the shit out of neighbours at 2AM; it's not just a game thing.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
Did you play #DRIVECLUB?
Evo did a superb job for DCs sounddesign.
Aside from over exaggerated Reverb in tunnels I honestly agree with you. Even in onRush sound design or better sound down mixing and mastering was excellent, that was done by same people if I am not mistaken.

Honestly? I'm listening to gameplay footage of FH4 and I feel like a lot of it is creative decisions moreso than technical issues.

People change mufflers to make their shitty cars sound louder in real life too because who doesn't want to annoy the shit out of neighbours at 2AM; it's not just a game thing.

I get you, but as someone who could not even draw and every graphics nowadays is good enough, I wanted to response to something I have experience with. That's all there is to it. Not the bash FH4, I am having a blast, but sound....well, it's has been let down.
 

ThreepQuest64

Avenger
Oct 29, 2017
5,735
Germany
"Racing games" -- focuses on two arcade games and ignores/haven't played games that strive for realism.

I agree with you on many arcade racers out there, AC and iRacing however have a great sound design.
 

cooldawn

Member
Oct 28, 2017
2,445
The thing I really hate about engine sounds is the seemingly repeating sample when you don't change gear for a length of time at higher revs i.e. down a long straight. It's really distracting at times.

I don't know about tech or tools but generally Forza MotorSport is seen as the benchmark along with Race Room (I think). Any idea why? I would have thought Forza Horizon, like other in-game technologies, share data.

Personally, I really liked Ferrari Challenge's engine sounds back in the day.
 
OP
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M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
"Racing games" -- focuses on two arcade games and ignores/haven't played games that strive for realism.

I agree with you on many arcade racers out there, AC and iRacing however have a great sound design.
I am PC user by the day and Console player by the night, that could be a problem. But still, I don't see why would anyone over-exaggerated sound of the vehicles to the point when sound starts to clipping.

I am now installing FH4 to my W10 to do further Analysis.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
isn't it a bit premature for you to form that conclusion when you haven't played the games in your disclaimer?
Let's just say that I have limited knowledge of racing games, so I want to put it firstly. I am more of a "arcade gamer". Since clipping a Ovedrive sound is not something any game should have. As I was saying before, I am downloading W10 version of FH4 to make some conclusion, this could take few days, sound is not that simple to analyse. At least from my perspective.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
What?

No Raceroom?

Just the Zakspeed Capri as an example but R3E is pretty much agreed on in the simracing community as setting the standard for sound.



To be honest, there is little bit much mid and high range in that sound. not saying that is clipping so compression (means loudness more or less is applied), but without me seeing the video, I can tell that it's somewhat processed in PC, it's not "natural" or how to put it....
 

lazygecko

Member
Oct 25, 2017
3,628
p.s. engine sounds in racing games have always been a hard beast to tackle just due to the nature of the sounds. There's no way to really record ready-to-go assets since RPM/gear/etc all affect pitch, and it's not as simple as just pitch shifting a sample either.

https://www.youtube.com/watch?v=BI7EwpEIHuY

https://www.youtube.com/watch?v=keCTuX4geIU

side note: Whoever put together the vehicle sounds for Battlefront did an incredible job

It kind of makes sense to just go the synthesis/physical modeling route for engine sounds rather than increasingly convoluted sampling solution. There have been some really impressive strides in that field and IIRC GTA5 actually uses some manner of implementation of that.

I know I saw a video of a work in progress VST doing this years and years ago but I have no clue what it was called or what came of it.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
Forza had good sound but it has gotten worse with every iteration. They dont seem to care. GT has always been terrible.
Cannot vouch for GT, but Forza is definitely is getting worse. I booted up FH3 and it's tame, sure, but that's better than distorted sound..... And besides that FH3 sounds it has far more dynamics of the sound based on my equipment which I tested with BeyerDynamic DT 990 pro, my personal favorites AKG K240 MK. II and Sennheiser HD25+ (which I have for testing the low end of sound, since in current environment I live, I cannot use my JBL studio monitors. Maybe in few months.)
 

rckvla

Member
Oct 25, 2017
2,732
If there's clipping then it was not mixed/mastered properly. Basing on the responses so far, they don't have any idea what clipping is.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
Cannot vouch for GT, but Forza is definitely is getting worse. I booted up FH3 and it's tame, sure, but that's better than distorted sound..... And besides that FH3 sounds it has far more dynamics of the sound based on my equipment which I tested with BeyerDynamic DT 990 pro, my personal favorites AKG K240 MK. II and Sennheiser HD25+ (which I have for testing the low end of sound, since in current environment I live, I cannot use my JBL studio monitors. Maybe in few months.)

It kind of makes sense to just go the synthesis/physical modeling route for engine sounds rather than increasingly convoluted sampling solution. There have been some really impressive strides in that field and IIRC GTA5 actually uses some manner of implementation of that.

I know I saw a video of a work in progress VST doing this years and years ago but I have no clue what it was called or what came of it.

With good Wavetable VST like Serum or Omnisphere you can achieve quite a lot, but, you have to be really skilled audio engineer. I tried (in Serum) and it's not easy task at all.

If there's clipping then it was not mixed/mastered properly. Basing on the responses so far, they don't have any idea what clipping is.

Or they don't care, since normal user is going to blast that audio from TV shitty speakers anyway.....
 

GTAce

Member
Oct 27, 2017
4,162
Bonn, Germany
I seriously have to agree, the audio in most racing games is really lacking, still.
RaceRoom is good, but lacks punch. ACC has a similar issue.

GT Sport does a fantastic job with things like the doppler and overall compression, but the engine notes suck.
Still, the improvement over GT6 is immense.

FH4's sound is really bad imho. Some of the basic engine notes are good and while too quiet, the idle sounds are nice.
You can hear how the engine notes get pitched for higher revs though and it's horrible.
This is really noticable especially on high-powered Wankel cars. It sounds like two samples were used for the whole RPM range and it sounds like when you fast forward something.
The completely overdone compression and distortion only further ruins the audio.

DRIVECLUB is amazing, but the third person audio is a bit too muffled. People complained about the muffled cockpit sounds, but these are pretty realistic.
Still, the way you can spot a Ferrari in a field of different cars, or how V8s burble away is incredibly well done.

Anyway, we're still far off and it's a bit depressing for a car enthusiast like me.

EDIT: Honourable mention: DiRT Rally. No idea about DiRT 4, but I guess it's the same.
 

Mr. Pointy

Member
Oct 28, 2017
5,141
Forza had good sound but it has gotten worse with every iteration. They dont seem to care. GT has always been terrible.
GT was terrible, but apparently they poached the main engine sound person from Forza and that's why GT Sport sounds infinitely better now, and FM7 and FH4 sound bad - like GT6 with extra raspy noises bad.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
I seriously have to agree, the audio in most racing games is really lacking, still.
RaceRoom is good, but lacks punch. ACC has a similar issue.

GT Sport does a fantastic job with things like the doppler and overall compression, but the engine notes suck.
Still, the improvement over GT6 is immense.

FH4's sound is really bad imho. Some of the basic engine notes are good and while too quiet, the idle sounds are nice.
You can hear how the engine notes get pitched for higher revs though and it's horrible.
This is really noticable especially on high-powered Wankel cars. It sounds like two samples were used for the whole RPM range and it sounds like when you fast forward something.
The completely overdone compression and distortion only further ruins the audio.

DRIVECLUB is amazing, but the third person audio is a bit too muffled. People complained about the muffled cockpit sounds, but these are pretty realistic.
Still, the way you can spot a Ferrari in a field of different cars, or how V8s burble away is incredibly well done.

Anyway, we're still far off and it's a bit depressing for a car enthusiast like me.

EDIT: Honourable mention: DiRT Rally. No idea about DiRT 4, but I guess it's the same.

I am not criticizing you, but "notes" is not really right word in here, since notes are far away to continuous transition of PITCH,in which cars motors (or any rotating machinery) works, when you convert them to the audio to be listened by humans. If racing games use notes you would hear hard transition between the RPM and it would sounds unnatural. So it's pitch, not notes ; )

GT was terrible, but apparently they poached the main engine sound person from Forza and that's why GT Sport sounds infinitely better now, and FM7 and FH4 sound bad - like GT6 with extra raspy noises bad.

Really? That would explains a lot.
 

GTAce

Member
Oct 27, 2017
4,162
Bonn, Germany
GT was terrible, but apparently they poached the main engine sound person from Forza and that's why GT Sport sounds infinitely better now, and FM7 and FH4 sound bad.
Actually, the main reason why GT Sport improved in the audio department is that Yamauchi got involved in the audio design again.
He kinda stepped back from it for the last literations and wanted to get his own hands back on it.

I also never got the praise for the audio in Forza Motorsport. The series always had similar issues as Horizon 4, just not as exaggerated.

By the way, the audio in pCARS 2 is.... well, as long as you drive it's okay, but replays are unwatchable for me because of that.
No idea how someone can screw up so hard with FMOD.

I am not criticizing you, but "notes" is not really right word in here, since notes are far away to continuous transition of PITCH,in which cars motors (or any rotating machinery) works, when you convert them to the audio to be listened by humans. If racing games use notes you would hear hard transition between the RPM and it would sounds unnatural. So it's pitch, not notes ; )
Point taken and yeah you're right, it's more a figure of speech.
 

DrDeckard

Banned
Oct 25, 2017
8,109
UK
Disclaimer: I haven't played GT Sport nor Project Cars nor iRacing nor Assetto Corsa.

I am not really familiar about how sounds to this genre is recorded, but as down-mixing/mastering/producer folk, I cannot stand the cheap Overdrive distortion, Over-compressed, Reverb (that's when you in tunnel) sounds . Before I posted this thread I looked to real sport cars and it really sounds like nothing like that. But for few hours when sound engines in game got more sophisticated, they sound like shit in the most of the sport games. Over-exaggerated sound to sounds "cool".


I have no equipment to record audio from my Xbox to PC, well, I am sure I could improvise, but in latest FH4 some machines, especially those "Horizon Editions, sounds horrendous from the sound standpoint, I don't care if the car "roars" if that's within the limits, but FH4 goes way pass that, which kind of wanted me to post this:

clippingred2.png


That's pretty much how the tuned engines in the game sounds like. Clipping and all the "good" stuff. FH3 was far better in this regard and I am really sick of how audio is treated like some over thought in games these days and how many companies just don't give a fuck.


This is not a rant, this is how it is. I am fairly sure, that here on ERA is people who are familiar with sound design and all that stuff, so I am posting this just in case. There is a need to solve this before any added effects for multi-channel audio, ambient sounds,etc. FH4 audio staff did a really poor job in this regard.

I'm a little confused, are you posting stating that the engines sound like they are at +10.10db because we know that is clearly not the case. are you talking about listening to an engine in real life or listening to a recording of it. I'm a bit confused that's all. as a sound engineer, I'm trying to work out what you are saying that's all. Are you saying they record the audio clean then add tons of effects because i don't hear that at all. I can imagine they are doing the basics of compression and EQ potentially but I am not hearing any form of distortion due to clipping.

Are you playing the game on PC and checked your audio interfaces settings?
 

lazygecko

Member
Oct 25, 2017
3,628
With good Wavetable VST like Serum or Omnisphere you can achieve quite a lot, but, you have to be really skilled audio engineer. I tried (in Serum) and it's not easy task at all.

Playing around with regular synths is one thing. Building one from the ground up to simulate engines is another. I know they are out there somewhere.

dude the rocket explosion sound in Quake 1
https://www.youtube.com/watch?v=UeQGD7hA2ws

compared to the wimpy thing in Q2

There's always going to be some degree of clipping for explosion and gunshot sounds in games and film because adjusting the mix for a true-to-life dynamic range would be ridiculous (not even raw unedited footage of people shooting and blowing things up are going to be representative of what they actually sound like since the recorder's built in limiter is going to kick in). Quake 1 is mostly clipped since the sounds are 8-bit and thus even more limited in dynamic range, so you want to keep away from the noise floor as much as you can.

Anyway, Quake 1 sounds were done by Trent Reznor and for Quake 2 I'm not sure they even had a dedicated sound designer any more. I found it really off putting how they recycled the nail gun sound for the super shotgun.
 

Serious Sam

Banned
Oct 27, 2017
4,354
Sorry, OP, but FH4 sounds good to me. You complain about compression but that's necessary evil because game sizes are already becoming too big. Maybe you need to lower your unrealistic expectations. This is just a video game. When almost everything is over-exaggerated in FH4, from seasons to weather to 400 meter jumps, to destruction, why can't sound be over-exaggerated? Game devs aren't gonna spend ridiculous amount of time creating even higher quality sounds just to satisfy that 1% of sound snobs with miracle hearing (and let's be honest here, you guys always fight and can't agree which game sounds the best anyway, there is no satisfying all of you). Again, this is just a game, it sounds fine for 99% of population. Deal with it.
 

Mr. Pointy

Member
Oct 28, 2017
5,141
Actually, the main reason why GT Sport improved in the audio department is that Yamauchi got involved in the audio design again.
He kinda stepped back from it for the last literations and wanted to get his own hands back on it.

I also never got the praise for the audio in Forza Motorsport. The series always had similar issues as Horizon 4, just not as exaggerated.
That explains more than the Forza sound person thing I heard. If Kaz stepping away from the sound design means we get more garbage like the X2014 from GT6, then I'll probably just avoid those games.

Forza always had exaggerated sound design, which I accept to a point because Forza was a little arcadey. But the engine noises in the last couple of games just sound way too compressed and flat. I remember older Forza games sounding great, considering what Turn 10 was aiming for.

 

DrDeckard

Banned
Oct 25, 2017
8,109
UK
Sorry, OP, but FH4 sounds good to me. You complain about compression but that's necessary evil because game sizes are already becoming too big. Maybe you need to lower your unrealistic expectations. This is just a video game. When almost everything is over-exaggerated in FH4, from seasons to weather to 400 meter jumps, to destruction, why can't sound be over-exaggerated? Game devs aren't gonna spend ridiculous amount of time creating even higher quality sounds just to satisfy that 1% of sound snobs with miracle hearing (and let's be honest here, you guys always fight and can't agree which game sounds the best anyway, there is no satisfying all of you). Again, this is just a game, it sounds fine for 99% of population. Deal with it.

My only issue is the part about it all being fake and too much. If you actually follow someone through a tunnel, who has an amazing car, or follow my Triumph speed triple with aftermarket exhausts. it's deafening and so beautiful to hear. Forza horizon 4 doesn't do high end aftermarket exhausts on cars it justice to be fair, but it still sounds nice.
 
Oct 25, 2017
4,426
Silicon Valley
Sorry, OP, but FH4 sounds good to me. You complain about compression but that's necessary evil because game sizes are already becoming too big. Maybe you need to lower your unrealistic expectations. This is just a video game. When almost everything is over-exaggerated in FH4, from seasons to weather to 400 meter jumps, to destruction, why can't sound be over-exaggerated? Game devs aren't gonna spend ridiculous amount of time creating even higher quality sounds just to satisfy that 1% of sound snobs with miracle hearing (and let's be honest here, you guys always fight and can't agree which game sounds the best anyway, there is no satisfying all of you). Again, this is just a game, it sounds fine for 99% of population. Deal with it.
I don't think you understand what he meant by compression. Hint: it has nothing to do with the file sizes.

Also this "I'm better than you" attitude isn't needed. OP may be asking for too much from the game (or not) but this is a discussion board. If you can't hold an actual discussion and just belittle the entire thread's premise maybe don't participate?
 

Falk

Member
Oct 26, 2017
4,039
Quake 1 is mostly clipped since the sounds are 8-bit and thus even more limited in dynamic range, so you want to keep away from the noise floor as much as you can.

Dude, whatever noise floor is in the original samples for basically every audio clip in Quake 1 is buried well below quantization noise lol

edit: misread, we're talking about the same thing. Woops
 

Fredrik

Member
Oct 27, 2017
9,003
Interesting. I'll do some investigating on my own with FH4 on a Dolby Atmos rig on the X and a simple 2.1 rig on PC because of this thread.

Loved the Lamborghini Urus sound in FH3, it had a beefy sound, I have a short clip uploaded on yt here, I need to get the same car in FH4 and compare.

In general I kind of like when the cars sound like untamed beasts, I thought Shift had a crazy good sound which combined with the exaggerated camera shake made the game truly shine compared to the tidy and stiff experience you got with both Forza and GT at that time, even with the exaggerations Shift seemed closer to the reality since driving a race car should be a wild ride.
https://youtu.be/VOB6VoCadxU
 

lazygecko

Member
Oct 25, 2017
3,628
Dude, whatever noise floor is in the original samples for basically every audio clip in Quake 1 is buried well below quantization noise lol

edit: misread, we're talking about the same thing. Woops

The sounds aren't dithered, so yeah, it's going to be quantization fuzz instead of pure noise. It's honsetly preferable when you work with it in mind.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
Sorry, OP, but FH4 sounds good to me. You complain about compression but that's necessary evil because game sizes are already becoming too big. Maybe you need to lower your unrealistic expectations. This is just a video game. When almost everything is over-exaggerated in FH4, from seasons to weather to 400 meter jumps, to destruction, why can't sound be over-exaggerated? Game devs aren't gonna spend ridiculous amount of time creating even higher quality sounds just to satisfy that 1% of sound snobs with miracle hearing (and let's be honest here, you guys always fight and can't agree which game sounds the best anyway, there is no satisfying all of you). Again, this is just a game, it sounds fine for 99% of population. Deal with it.

No, no no. It's frustrating it has same name, but I mean using a Compressor on sounds, I am talking about this: https://en.wikipedia.org/wiki/Dynamic_range_compression Not really compressing sound in terms of file size. Sadly it has the same name....

I'm a little confused, are you posting stating that the engines sound like they are at +10.10db because we know that is clearly not the case. are you talking about listening to an engine in real life or listening to a recording of it. I'm a bit confused that's all. as a sound engineer, I'm trying to work out what you are saying that's all. Are you saying they record the audio clean then add tons of effects because i don't hear that at all. I can imagine they are doing the basics of compression and EQ potentially but I am not hearing any form of distortion due to clipping.

Are you playing the game on PC and checked your audio interfaces settings?

No my Game is downloading to my PC, I've only played game on a X1X with "Stereo Uncompressed" output to my DAC. I am not saying that all cars are over-compressed, saturated, but especially those cars from Horizon festival, which gives you bonus for speed or for races are, you can hear it right away. And even then, normal cars sounds, I cannot use better word than not good, very little dynamic range, I booted up FH3 if I am not crazy and no I am not. I will post here my findings when I am going to play and record PC version. But being in the industry, I have trained my ears for this type of issues, which you probably too.
 

DrDeckard

Banned
Oct 25, 2017
8,109
UK
No, no no. It's frustrating it has same name, but I mean using a Compressor on sounds, I am talking about this: https://en.wikipedia.org/wiki/Dynamic_range_compression Not really compressing sound in terms of file size. Sadly it has the same name....



No my Game is downloading to my PC, I've only played game on a X1X with "Stereo Uncompressed" output to my DAC. I am not saying that all cars are over-compressed, saturated, but especially those cars from Horizon festival, which gives you bonus for speed or for races are, you can hear it right away. And even then, normal cars sounds, I cannot use better word than not good, very little dynamic range, I booted up FH3 if I am not crazy and no I am not. I will post here my findings when I am going to play and record PC version. But being in the industry, I have trained my ears for this type of issues, which you probably too.

I'll give them another listen at some point :)
 

bitSS

Self-requested ban
Banned
Nov 9, 2017
1,319
Portugal
movies and games rarely sound like real life

everything from gunfire to hilarious computer system bleeps for shit like moving windows

edit: I'm not disagreeing with your post, mind you. I think the industry can do better in terms of standardizing optimum listening volumes for games, similar to "Adjust brightness till this is barely visible", etc.
I honestly always leave that toggle in the middle because I can never tell what's optimal.
 

Riderz1337

Banned
Oct 25, 2017
3,913
GT Sport and Driveclub (especially Driveclub) sound really good IMO.

From what I've heard myself/read online the Forza series has taken a step back in the sound department. The GTR in F7 makes me shed a tear with its inaccuracy.
 
OP
OP
M1chl

M1chl

Banned
Nov 20, 2017
2,054
Czech Republic
I'll give them another listen at some point :)
Hope you have that FabFilter Bundle ready : ) Or maybe some HW, which we plebs in EDM never going to have, since there is very little money in that. Even Ghost producing and mastering nets you very little money. And no I am not talking about some Underground music.... But well, at least I know what I am doing when it comes to this genre.
 

jroc74

Member
Oct 27, 2017
28,992
movies and games rarely sound like real life

everything from gunfire to hilarious computer system bleeps for shit like moving windows

edit: I'm not disagreeing with your post, mind you. I think the industry can do better in terms of standardizing optimum listening volumes for games, similar to "Adjust brightness till this is barely visible", etc.
And fights.