I could be wrong on the stereo vs. mono comparison. I didn't play the 0.13 version and previous version back to back. There were several days in between where I played other games, so it's possible I didn't exactly remember what the previous sound was like. I do know the glass breaking was louder in the older version. Maybe it was too loud like you say but now I feel it's too quiet. Same goes for the engine idle for some cars like the Moonhawk and Barstow as I mentioned. Maybe it's the road noise that needs to be toned down.
Yep, passion can be a time consumer sometimes. Thanks for that info, I've saved that to read later. --- Post updated --- OK, thank you!
I have been waiting soooo long for a supercharger sound!!!!! But I sadly can’t use it myself for another 4 weeks as I’m on vacation without my pc
I'm starting to like the new crash sounds. But what's that clicking sound I'm hearing? Sounds like an interior sound from the other (AI) vehicle. I don't hear it if I'm just driving by myself. Update: Pretty sure it's the parking brake. I posted that in the general feedback thread as well.
Ok, if you get the opportunity to record a video, please do. We’re a small team with a lot to do, so that would just help us identify and fix the issue quicker.
Sorry, I don't have a program to record a video. But it should be fairly easy to reproduce. I hear it when I spawn an AI car and set it to flee and the AI car tries to do hard turns or is spinning out. It appears the AI uses the hand brake in those situations. The reason I think it's the hand brake is that it sounds exactly like when the hand brake is operated in the player's car. It can only be heard while the driver camera is on.
TIL the audio guy is from CM... where I spend all my time.... If I may ask what did you work on? F1, Grid, Dirt, or all? --- Post updated --- I'm just going to nitpick the video. Haven't tried the update yet, didn't know there was an audio update, thought it was just the Automation thing. The gravel sound is actually pretty decent, but there's no rocks hitting the underside...panels...bottom. Kind of sounds more like sledding on gravel than rocks flying up. Or I guess just low speed driving. Adding some rock pings in at higher speeds could be pretty good, love that in Dirt Rally. The crash sounds a LOT better, I think people might maybe miss the loud crash and probably some LFE. It does sound a bit like crushing rather than impact.
All of them. I started at CM late 2007 when GRID was going alpha. It was not in a good state sound wise, so we had 6 months (including having a baby) to get it shipable. That gave me the opportunity to identify most of the issues at CM. Bad car recordings, out of date engine synthesis, backwards implementation tools etc... so then my plan over the next 3 years was to increase those, so then led the sound design on DiRT2/3 and F1...then I took more of an overview of everything we worked on... until doing the music for F1 15/16/17 and then leaving. We you do have the rocks hitting the wheel-arches. which is the same effect as hitting the floor. You'll obviously get a lot more of that when the wheels are slipping. The impact system will be re-written.. I just wanted to replace the single sample we were using previously.
The entire front end of flow needs some musical background imo... Garage should have a "radio" playing in the background, which could be the front end music processed to sound like tiny speakers.
more engine sounds would be nice. also, the sound used for the Hopper's i6 has somewhat of a popping sound if you let of the throttle then immediately get back on the throttle and that ANNOYS me so much. another thing that is a nitpick is the sound for the T-series doesn't sound throaty enough for it's age (something like a Caterpillar, Detroit two-stoke, or a Cummins sound would be Ideal) now that we have an audio engineer that did work on some REALLY good games, I expect the sound quality to increase.
Haha, nothing like a bit of pressure then!!!! Engine audio is obviously a bit priority. We're looking at how we expand the engine audio at the moment. The engine audio system is, in a typically (good) Beam fashion, different to how most games do it... so it'll take a bit more time but you can be sure that it's on our radar.
A car crashing into something sounds like a shopping cart getting into an accident in the parking lot, personally I'm not a fan of the new crash sounds.
The old single crash sound the game had previously, was just that... a single sample for no matter what you crashed in to, and how hard of softly that impact happened. I'm sorry that you think that's better. I have to disagree with you I'm afraid. As we've already said, the impacts are very much a WIP. Currently the sound deals with what happens to the vehicle, in a pretty basic way... but we consider this quite an improvement from playing a single sound for everything. As we flesh out and improve the impact system we'll be adding support for different material types, sizes etc. etc. but right now... it was a case of keeping the old sample, or trying to improve on that with minimal code support - which is what we've done right now. m
Now I'm waiting for you guys to implement a big jelly blob so I can hear a car crash into it at 150 with a sudden wet thud... I wonder if it will be friends with me?
Haha sounds good. I think I may have trouble convincing the coders to allow me to have material_type=jelly though
Take some quiet street car, adjust volume levels of headphones so that it sounds reasonably like a car, not too quiet, then crash hard, right there one will start to appreciate these crashing sounds.