rec.autos.simulators

When will driving / racing games get real, meaty engine sounds?

Ultraspar

When will driving / racing games get real, meaty engine sounds?

by Ultraspar » Tue, 20 Aug 2002 14:31:08

I was watching a video of a Ferrari 355 w/ Tubi Style exhaust, and it just
occurred to me how much more enjoyable driving games would be if they had
engine sounds with as much balls as the real thing.  I don't think I've ever
played a driving game with realistic engine sounds.  I know it's not the
best example, but the Ferrari's in Project Gotham Racing sound weak.  You
never hear the engine "opening up" as you hit the higher rpm bands.  Same
damn exhaust note throughout the entire RPM range.

When will they stop using these wimpy engine/exhaust sounds in games?  Why
don't they sit down and record the actual cars instead of synthesizing some
***that sounds somewhat like the car?  Is that so much to ask?

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Dave Henri

When will driving / racing games get real, meaty engine sounds?

by Dave Henri » Tue, 20 Aug 2002 14:56:04


  Have you heard the soundpak version 4 at the uspits for N2k2?  How about
the sounds for F1 2k2 or the FIA & ALMS mods for F1 2k1?
  They may not be what you mean, but these titles have take big strides
forward in sound.
dave henrie

Inso

When will driving / racing games get real, meaty engine sounds?

by Inso » Tue, 20 Aug 2002 15:11:31

Well Gran Turismo and Sega GT... use actual sounds for all the STOCK cars.


=-----

Joe

When will driving / racing games get real, meaty engine sounds?

by Joe » Tue, 20 Aug 2002 15:15:34


The technology is certainly there to do this...Project Gotham Racing,
although a good game, lacks on the sound...I definitely agree with this
post...Developers listen up!!

-Joe

rrevve

When will driving / racing games get real, meaty engine sounds?

by rrevve » Tue, 20 Aug 2002 19:28:27


>Project Gotham Racing,
>although a good game, lacks on the sound...

Umm... that Ferrari sounds pretty good to me .. :)

I use headphones with my consoles, BTW.

jason moy

When will driving / racing games get real, meaty engine sounds?

by jason moy » Tue, 20 Aug 2002 23:32:27



The Panoz Roadster in the Le Mans 2k1 patch for 2002 has possibly the
throatest engine I've heard in a sim this side of the 3 liter Ferrari
in GPL.  It's a framerate killer and needs to be downsampled, but it
sounds fantastic.

Jason

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GPLRank 24.50
N2002Rank -12.995

Joe Marque

When will driving / racing games get real, meaty engine sounds?

by Joe Marque » Wed, 21 Aug 2002 01:25:36


I thought porsche unleashed for the PC had fairly good sound, especially the
"whale tail" car (cannot remember the damn model).  Overall, I agree that
sound lags far behind graphics.

--
Joe Marques

Carl Ribbegaard

When will driving / racing games get real, meaty engine sounds?

by Carl Ribbegaard » Wed, 21 Aug 2002 06:09:09

935 Moby***?

Joe Marque

When will driving / racing games get real, meaty engine sounds?

by Joe Marque » Wed, 21 Aug 2002 07:07:39

YES! Thanks.

--
Joe Marques


Ultraspar

When will driving / racing games get real, meaty engine sounds?

by Ultraspar » Wed, 21 Aug 2002 10:03:06


No, I have not played these.  I'll give them a try, thanks.

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Dave Pollatse

When will driving / racing games get real, meaty engine sounds?

by Dave Pollatse » Wed, 21 Aug 2002 13:25:44

(Warning: long rambling post ahead)
Most games _do_ use real recorded samples, but they have to pitch-shift them
to simulate different rpms (although you can sample at different rpms and
cross-fade between them).  So if you're at constant RPMs near the point
where the sample was taken, it'll sound the same as the recording.
Sometimes you can get lucky and get a really good sample that sounds good at
different pitches, but that's a real art.  Even if you sample a lot of rev
ranges, it's hard to mix between them without hearing weird interference
artifacts, or else a discontinuity if you don't mix.  Also trying to get
"loopable" samples is a little tricky.  If there was some sort of custom
chassis dyno built for recording samples at fixed RPMs and load, that would
help, especially if it had a motor to get "engine braking" sounds.
  Because of all these tradeoffs, there is a lot of disagreement about which
"sim sounds" sound good.  Also, pitch shifting engine samples really isn't
right, especially at low rpms, because at some level you should be hearing
something like:
boom... boom, boom boom, boom boom boom, boom-boom-boom, b-b-b-b- ...
as the engine accelerates, all at the same pitch.  The synthesis approach
actually does get those behaviors, and is better at making a more "dynamic"
engine sound that reacts to more parameters, but so far they tend to sound
somewhat artificial, especially at fixed rpms.

So basically they all suck right now in some way or another, but some can
sound really good in some conditions (such as the GPL ferrari at high RPMs,
WOT)

IMVHO, the only way to get a really good engine sound will be from a
complete accoustic simulation of an engine + exhaust system.  You should try
downloading the SoundMAX/Staccatto demo to see the current "state of the
art" in synthesis.  It's not "there" yet, but it is promising.

So yes, engine sounds suck right now, but it's not for lack of trying.

-Dave P.


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Ultraspar

When will driving / racing games get real, meaty engine sounds?

by Ultraspar » Thu, 22 Aug 2002 14:23:04


Yes it's tough... I guess it's just not economically viable for development
teams to spend so much development
time on the engine sounds.

Yeah, engine sound simulation will definitely be the next evolutionary step.
Well, maybe after a few more steps in between.  Hell, guitar amp
manufacturers have been doing digital guitar amp modelling for years now,
and they still can't duplicate the complex tones & distortions of tube amps
(although they are getting extremely close).

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John Bigboo

When will driving / racing games get real, meaty engine sounds?

by John Bigboo » Fri, 23 Aug 2002 01:46:09

I think this site has got the sounds just about perfect:

http://people.cornell.edu/pages/slp29/insane.html

Gunnar Horrigm

When will driving / racing games get real, meaty engine sounds?

by Gunnar Horrigm » Fri, 23 Aug 2002 07:08:39


> (Warning: long rambling post ahead)
> Most games _do_ use real recorded samples, but they have to pitch-shift them
> to simulate different rpms (although you can sample at different rpms and
> cross-fade between them).  So if you're at constant RPMs near the point
> where the sample was taken, it'll sound the same as the recording.

well, no.  because the engine sound depends on several things other
than rpm.  throttle position, turbo pressure, engine acceleration...
bunch of variables.

cool.  didn't know about that one.  thanks.

--
Gunnar
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