> While physical models, graphics and gameplay have advanced by leaps and
> bounds in recent years, the sound aspect of simulators seems to have been
> neglected.
> Anyone who has been to a Formula 1 or even :-), an indycar, NASCAR,
> anyothercar race knows that there is a slight discrepancy between the
> explosions of a downshift and the 'fly in a biscuit tin' buzzing emanating from
> a PC even when equipped with the latest whizzbang soundcard. I have yet to
> hear a sim with 'real' digitised sound.
> What are the difficulties (other than the physical ones such as getting
> Jacques to hold a microphone and drive a few laps) with providing a sim with
> a decent 'sound engine'?
> Andrea Cocchiglia
seamlessly. I was a member of the audio team for EA's NHL96, and with
the Need For Speed guys just down the hall, I became quite familiar with
the travails of engine sounds. On NFS the boys recorded the engines of
all the cars on a dyno, only to throw them out due to a reflection off a
garage wall (that no one could hear at the time, since the engines were
so damn loud). I'm not sure, but I think they wound up simulating a few
of the engines for lack of a decent recording that wouldn't produce
artifacts when looped. Check out the engine loop on ICR2; crackling
artifacts abound. Also, ICR2's sound is only 8-bit 16k sampling. While
this sort of resolution will invariably sound like crap, one must
remember that the sample has to live in ram. Try loading up a cd-quality
engine sample, and you can wave goodbye to all your pretty graphics (or
at least to the synchronization between them and the audio).