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to me, the best way to judge car audio in a game is to ask yourself, "is this satisfying to listen to in the same way that the real thing is?" or in other words, is it fun to drive the car in the game just listening to the engine, appreciating its uniqueness, etc? very few games leave me with a "yes" answer to that question.
#Forza horizon 2 forums mod
ACC does this really well, better than anyone else has so far, to the point that replays sound ALMOST indistingushable from a real TV broadcast, which is actually a pretty shocking accomplishment.Įdit2: come to think of it, IIRC the guy who created the sounds for the Power and Glory mod went on to do the audio for RaceRoom (which also has great sound as i mentioned earlier.)

#Forza horizon 2 forums software
at least the PG guy is (mostly) capable of matching RPM samples one to another, the SCS Software guy can't even do that.ītw, i actually do know a good deal about this topic as i have both extensive knowledge of car audio recording as well as mixing and i have made a popular and well-liked sound mod for a popular (but now pretty old) racing sim.Įdit: i should add that there is really another layer to racing/driving game audio design as of the last few years with advanced audio engines like FMOD and WWise and that is fine tuning of things like atmospheric occlusion and distance attenuation on TOP of the car audio mixing. he goes to great lengths to get amazing samples and then completely fumbles the ball when it comes to mixing them into the game. another really good example of good samples and bad mixing is the audio engineer who works at SCS Software doing the engine audio for the American Truck Simulator and Euro Truck Simulator 2 games. this happens in a lot of driving games actually. There was a mod for a GTR 2 years ago called Power and Glory that was a really good example of how you can take a severely limited group of samples (in this case, it was limited to things like Youtube videos, absolutely NO access to the real cars) and with real artistry in mixing, turn those into really, really good sound in the actual game.Īnd i'm not saying the PG audio engineer is uniquely bad. this is where real artistry and talent comes into play. car sounds like it's at 4000 rpm when the game is simulating 6000rpm) and so on. way too little mid range, too much treble, RPMs not matching the simulation (i.e. you can tell the samples he's getting are good and should make for some amazing sounds in-game, but he keeps mixing them terribly bad. a nice full-sounding mix without too much treble, bass, looping pops, etc) and this part is where audio engineers like this PG guy tend to fuck it up.

The second part is taking those audio samples you've recorded and mixing them in a way that both recreates the real thing as accurate as possible and also sounds "pleasing" to the ear in-game (i.e. that alone makes getting audio samples a big task, well at least for rare and expensive car.
#Forza horizon 2 forums full
the biggest hurdle in this process is having access to the car/vehicle as well as permission to drive it or put it on a dyno (aka rolling road) and not just drive it but to record the full rpm range including up to the rev limit.
#Forza horizon 2 forums how to
this requires good equipment (though you can get surprisingly good results with nothing more than a basic Zoom audio recorder) and knowledge of how to make the car/vehicle make the sounds you need to record that can be used in the game. if you can't do one well, then it doesn't matter how well you can do the other, the final result will end up sucking. See, when it comes to making car sounds for a driving game, there are two components that are equally important. Click to expand.i'm whining about it for sure, but i'm not saying i could do better.
