this post was submitted on 30 Jun 2024
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No Stupid Questions

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For example in forza, the game plays engine sounds based on how much we press the button. Are there different sequences of clips ? If yes how do they blend so well ? Or are they synthesized dynamically ?

There are so many parts to it as well - when the gear shifts, when you suddenly slow down at high speed, when you suddenly accelerate from stop. They all seem very realistic.

Edit: Thanks for the great answers everyone πŸ™

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[–] [email protected] 88 points 2 days ago (5 children)

I made changing farting sounds in my game Diarrhea 4 by manipulating the pitch. I bet that's how they do it in racing games as well.

[–] Darkard 102 points 2 days ago* (last edited 2 days ago)
[–] Downcount 50 points 2 days ago

Holy shit. OP surely delivered.

[–] MacedWindow 6 points 2 days ago (1 children)

LOL great job on the background music

[–] [email protected] 4 points 2 days ago

That was a very lucky find! I think I found it when looking for fart sounds until I opted to make them myself.

I really gotta find the energy to add some credits. Every asset is free of attribution, but still.

[–] SpaceNoodle 7 points 2 days ago (2 children)
[–] Evotech 6 points 1 day ago

He's pulling a star wars

[–] ChicoSuave 14 points 2 days ago

Don't forget about Diarrhea Zero and the next gen remakes for 1 and 2. Also, there's the ARG in the DFW airport bathrooms back in the early 00s. There's also the previous series Diarrhea is based on, The Skids.

[–] owatnext 2 points 2 days ago

I need to kiss you.

[–] [email protected] 61 points 2 days ago (1 children)

Most older games will have 2-3 engine loops that they will blend between and pitch accordingly, however Forza 5 specifically was the first in the series to use granular synthesis which is a much more modern approach.

These will have a series of sound files including all the different parts of the engine, exhaust, turbo, etc. Then the software slices these files into tons of pieces in real-time and plays the slices based on the players inputs.

It’s tricky to explain without examples, so here’s a video that does a decent job of explaining how it works in music: https://youtu.be/ftDLRYnRYZQ?si=SEHOl55K7rimi4Eu

[–] GamingChairModel 10 points 1 day ago (1 children)

Some electric BMWs do the same on the literal automobile, too. It's an EV that sounds like a high performance ICE both inside and outside the car.

[–] [email protected] 6 points 1 day ago (1 children)

Can you buy different sound packs? I would want mine to make a "wub wub wub" sound...

[–] Sylvartas 7 points 1 day ago (1 children)

I want mine to just scream "AAAAAAA-" continuously and base the volume on the speed

[–] Ziglin 5 points 1 day ago

And if someone honks it should scream in fear too.

[–] [email protected] 19 points 2 days ago* (last edited 2 days ago)

It's certainly simpler than Forza et al, but there's an open-source racing simulator, called Speed Dreams: https://www.speed-dreams.net/
If you watch the "Latest Release" video, there's some engine sounds in that.

They seem to have a bunch of samples for how different car models' engines sound: https://sourceforge.net/p/speed-dreams/code/HEAD/tree/tags/2.3.0/data/data/sound/

And then they modulate that in code, based on the car's speed, gear, turbo etc.:
https://sourceforge.net/p/speed-dreams/code/HEAD/tree/tags/2.3.0/src/modules/sound/snddefault/CarSoundData.cpp#l171

They also do that for gear changes, tyre sounds, collisions and backfires.

From what I know about audio, I would expect AAA games to still use the same approach of recordings+modulations.
While it is possible to fully synthesize an engine sound, it doesn't help you much with making it sound right in all different situations.

[–] prashanthvsdvn 11 points 2 days ago (1 children)

I’m not sure about Forza, but check out This guy. He makes out great engine simulation sounds that are close to real life counter parts

[–] Tarquinn2049 7 points 2 days ago (1 children)

Nowadays, it is exactly as complex as it sounds. There is a ton of blending, pitch and playrate tweaking, separate modifiers for current rpm and how much the accelerator is currently depressed. And yeah, like hundreds of recorded samples from the real car when possible, or a similar sounding car when not possible.

We are probably on the verge of getting to a point where a rough simulation might soon be able to take over for this process. It won't sound as good for a while still, but it will be cheaper and faster soon. And as time goes on, it'll get close enough to sounding right while continuing to decrease in cost and time taken to a point where it'll be the only way to do it eventually

[–] [email protected] 3 points 2 days ago (3 children)

I've had the thought of using a video game engine synth for electric cars. all of my neighbors have evs and they are so freakishly quiet and I've almost walked into them a few times when leaving through the alley while being a phone zombie

[–] Tarquinn2049 3 points 2 days ago* (last edited 2 days ago) (1 children)

Most EVs actually play sounds already. Just older ones wouldn't now. My brother set his to a spaceship sound. But you can pick normal sounds too, like various style ICE engine sounds.

[–] [email protected] 1 points 1 day ago (2 children)

wait you mean it's configurable? I think its the tesla I can hear leaving if my worse hearing side isn't facing that way because it makes that weird scifi hovering sound. The other neighbor's car just sounds like an air filter on medium so most of the time it just blends with the wind

[–] [email protected] 1 points 1 day ago

I really can’t stand the Tesla sound, it’s the worst. I can’t quite put my finger on it but it’s both uncanny and grating. I’ll be in my apartment and suddenly there’s this high-pitched screaming of sorts; it doesn’t sound like the car is doing well.

[–] Tarquinn2049 1 points 1 day ago* (last edited 1 day ago)

Yeah, on most models made in the last 5 years or so. Specifically for people with vision or partial hearing loss. But of course the ones that make fake engine sounds are also largely for the specific drivers those EVs are targetted at. They also tend to play them inside the cabin too. The fake engine sounds are pretty terrible though, like videogames from 20+ years ago.

[–] [email protected] 3 points 2 days ago

EV drivers are legally obligated to get an 18 inch sub and crank it.

[–] [email protected] 2 points 2 days ago

I remember there was the possibility in the talks to mandate some sound on EVs. I think Tesla wanted to use the sound of Blade Runner cars.

[–] mortalic 6 points 2 days ago (1 children)

Different studios take different approaches, I know when Polyphony digital was making Gran Turismo 7 they dramatically changed how they were doing audio by actually bringing the real cars into a dedicated recording studio. This isn't the video I saw a few years ago, but it's similar.

To my knowledge they may have been (still?) the only studio doing it this way.

[–] Blaster_M 4 points 2 days ago

There is also a one man wonder effort to improve the sound work of simulated engines by "simply" simulating the flow of air https://www.youtube.com/watch?v=J11c8mMN1PA

[–] [email protected] 2 points 2 days ago (1 children)

I remember exploring the Road Rash files as a kid and each bike sound was a single short click that just repeated rapidly. Times have changed.

[–] herrvogel 5 points 2 days ago

All sounds are short clicks that just repeat rapidly, if you think about it.