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 ๐
I made changing farting sounds in my game Diarrhea 4 by manipulating the pitch. I bet thatโs how they do it in racing games as well.
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 wonโt sound as good for a while still, but it will be cheaper and faster soon. And as time goes on, itโll get close enough to sounding right while continuing to decrease in cost and time taken to a point where itโll be the only way to do it eventually
Iโve 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 Iโve almost walked into them a few times when leaving through the alley while being a phone zombie
Most EVs actually play sounds already. Just older ones wouldnโt now. My brother set his to a spaceship sound. But you can pick normal sounds too, like various style ICE engine sounds.
wait you mean itโs configurable? I think its the tesla I can hear leaving if my worse hearing side isnโt facing that way because it makes that weird scifi hovering sound. The other neighborโs car just sounds like an air filter on medium so most of the time it just blends with the wind
Itโs certainly simpler than Forza et al, but thereโs an open-source racing simulator, called Speed Dreams: https://www.speed-dreams.net/
If you watch the โLatest Releaseโ video, thereโs some engine sounds in that.
They seem to have a bunch of samples for how different car modelsโ 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 carโs 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 doesnโt help you much with making it sound right in all different situations.
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 isnโt the video I saw a few years ago, but itโs similar.
To my knowledge they may have been (still?) the only studio doing it this way.
Iโm not sure about Forza, but check out This guy. He makes out great engine simulation sounds that are close to real life counter parts
Wow this is really cool. Thanks
This is kinda similar, just neat to me. https://youtu.be/mg-Aa11wqeY?si=NrNDIWa5Gw5WS6Jz