So, to sum up quickly, most of your vehicle's moving sounds are from a third party, which are recorded by the real car. And when you get the original sounds, you use specific software to process them to drive the loop, am I right? (TBH, I just want to make sure that the sounds of the game are based on real cars in reality, at least on some level
Most of the sample loops were proved by a 3rd party, yes. Exactly, we are licencing (and in the future, recording) new material which is recorded in a different way (RPM sweeps from idle to redline and back). There is a lot of pre-processing done on these recordings to reduce noise and unwanted artifacts. We tend to have 3-4 microphones on the engine, and another 3-4 on the exhaust, plus AMBEO mic's in the cabin for futureproofing in case we need them - they are mixed and further processed with EQ, compression etc.. After this, we use a tool to identify the frequencies and RPM of the sweep at any given time, and use a granular synthesis system to create static RPM loops from the RPM sweep which then exports those loops for implementing in to the FMOD audio middleware system we use. I can't say 100% that the old licensed loops are all from real cars, since some of them are really rather odd sounding to me, but for sure anything we add in the short to medium term will come from real cars. We are of course constantly looking at other technologies including procedural synthesis.
Procedural synthesis you say? Sounds a lot like what a certain AngeTheGreat has been working on. Unless I have the wrong idea
On the archived webpages of Sonory is says that the engine sounds are all made through physical modeling synthesis and not real car sounds are used
Hmm, well they confirmed to us that real cars are/were used, but wouldn't give any details on makes and models etc. How they were used... who knows.
Because the new sounds won't work for a basic showroom vehicle. You don't want them sounding like a rally car. IIRC they also wanted to keep to original engine sounds for race variants, and just replace the exhaust, but the option is there to change if you want to.
I might be alone in this opinion, but I really like the subtle click under the menu sounds now and think they're a lot less annoying than the menu sounds themselves.
I have absolutely no idea. There are general changes being made all of the time. So many, we don't document them, just highlight anything which is considered more important.
Hey, just want to let you know, I've been trying out the latest update with the new BX-series remaster, and when I heard the tire squealing sounds on the 240BX LXz and Diana Gtz Turbo, with me also being a big fan of the Gran Turismo series (currently still playing GT7 rn), it reminded me of GT6's tire sounds, and Gran Turismo, as you know, is known for its attention to detail. And that's a compliment! Your tire sounds are giving me some good ol' nostalgia, whilst being faithfully realistic to real life tire sounds. I'm starting to think it won't get any better than these sounds, keep up the good work @TDK!
Thank you for the feedback, that's great to hear. It's been a struggle to get to this point as there are certainly limitations I have to adhere to, and there's still improvements to be made.... of course, the sounds are 50% of the solution. Implementation and a great physics engine are needed to to make it all work well
I've always struggled to drive cars with racing slicks and I finally figured out why. So, with racing slicks I've noticed when you're on the edge of grip they don't emit any squealing noise whatsoever making it really tough if not impossible to tell if you're at the edge of grip or not. Even when I'm purposely under steering its barely audible. Regardless of whether it's realistic or not, having a more pronounced audio queue when you're at the edge of grip with racing slicks would be nice and very helpful when driving race cars fast.(note the squealing you do hear sometimes in corners is just me locking up the inner tire by accident)
Thanks a lot for the feedback. We use the same roll and skid sound events for all different types of tyre, so trying to get it to work with all of the different combinations isn't the easiest. I'll have a think and see what I may be able to do. For us, realism is extremely important, within the constraints we need to work within (there are significant limitations within audio generally so as not to consume too much CPU bandwidth). You'll find that everything is going on, from a skid audio point of view, but is being covered up by the extra loud exhaust.