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 🙏

92 points

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.

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106 points
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7 points

What about Diarrhea 1-3?

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14 points

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.

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7 points

He’s pulling a star wars

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52 points

Holy shit. OP surely delivered.

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2 points

I need to kiss you.

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7 points

LOL great job on the background music

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4 points

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.

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19 points
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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.

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3 points

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.

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5 points

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

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6 points

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.

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4 points

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

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