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If you want engines to sound exactly like real life, in all possible situations, I'm afraid you're going to have to just buy the real car yourself

That's not really fair , you could say that about physics or anything.

The point with sounds is if you think physics and tire models and graphics are probably around 7 out of 10 when it comes to how close they are to emulating what a real car is like sounds are probably 2 out of 10.

Sounds in driving games and games in general simply have not had the same amount of focus or development as graphics or physics and are typically not seen as that important or as much of a priority. Its to be expected though you cannot really expect small studios to produce breakthrough methods for sound as well as physics.

Really to get "perfect sound" you would require a developer to build some sort of car engine synthesizer. Brass synthesizers (what I believe to currently be closest to sounding like a car) are typically quite pore and incredibly difficult to develop to sound convincing.

I'm not saying the sounds in AC are terrible mind you just that really its an area of games as a whole that requires a "kunos of sound" or "john carmack of sound" to push it forwards.
 
Given the perceived consumer value of visuals even over physics there is not really that much of a demand for ultra high quality sound in software , despite it being of massive importance.

Anyone familiar with film knows in terms of adding texture and emotion to things the importance of sound and the impact good quality sounds can have and that even applies to car sounds.

Sounds have the ability to somewhat plug directly into the brain and seemingly bypass parts of the brain that are more astute to questioning things , in that you can get a guttural instant emotional response from sound and instant imersive placement / sense of immersion that I don't think you can get from graphics.

Things like temperature , atmosphere, texture, sense of speed can be conveyed very strongly though high quality sounds, even with abstract visuals.
 
How realistic is our vision about the 'realism' of sounds?

99% of us base our expectation on youtube clips. How close to reality are those clips? And, what a mic records in a car, how close is that to what a driver hears with a helmet on?
 
How realistic is our vision about the 'realism' of sounds?

99% of us base our expectation on youtube clips. How close to reality are those clips? And, what a mic records in a car, how close is that to what a driver hears with a helmet on?

A sound might not have to be necessary 1-1 realistic to be convincing or have depth and subtleties to fool the brain into perceiving it to be "good enough"

Unless you were prepared to strap 2kw speakers to your ears then you are not going to get the volume of a real car and what makes up a large component of a real car engine sound so its always going to be abstract to the real thing in many ways.

But it will still be possible to have something that has many aspects of depth and subtaltiy of a real engine sound and be more analogous than what we typical here now in games.

some of the best quality you tube clips though recorded with standard microphones do a good job of encapsulating that excitement and feel of what a real engine sounds like even though the you tube clips don't really match what a real car sounds like.

I think with the current methods that sounds are captured and played back for driving games the only way to improve the quality would be to increase the number of samples and use different methods to capture the sound , its already very time consuming though and I'm not sure how many samples you can have playing in real time before you start to put a heavy load on the pc/ run into file size issues.

From what I gather with AC its current sound is done using a similar method to how Direct wave VST's work in audio software in that you have a bunch of wave files that then are distorted/tone bent into each other with maybe 1-12 channels playing at any one time for the basic engin + some channels for things like brakes , rumble strips , wind and specific pops from the engine.

Unless the number of samples are increased to the point that you have a couple of GB of well captured sound for each car from multiple microphones all mixed and combined perfectly I think its always going to sound quite artificial.

Thats why I believe it would be best to simply move to a synthesizer solution but the work and experimentation in that would be insane and is a R&D task on a par with the tire models these companies develop. ( and we all know how long they take to get to a good standard ;( )

Still with the current technology and the samples provided I think Kunos have done well , and for now I'm far more interested in the utility and function of the sound rather than the immersive potential of it.
 
We had this sound discussion before there was a thread about it somewhere ;)
Just to put it in perspective, graphics are also still lightyears away from being "real", even the new forza while looking awesome doesn't look like real life at all...

For me the Zonda-R has one of the best sounds yet (might be because the real one also sounds epic though :inlove:), I really like it. It captures something very specific of the Zonda-R but at the same time it also misses something (compared to onboard videos), I can't say/describe what it is but it also might be specific to the onboard videos... Anyway overall I really like the sound of AC so far, the effects are really nice and it sounds "alive" which is important...
 

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