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issueskid

Codemasters Staff
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Everything posted by issueskid

  1. issueskid

    F1 2020 - Engine Sounds

    Thanks for the comments. While we obviously can't implement everybody's feedback we do try to sift through comments and make improvements year on year based on what the fans are asking for. Always happy to reply and give a little insight into our decision making (within reason).
  2. issueskid

    F1 2020 - Engine Sounds

    We're certainly looking at broadcast audio and there are technical changes that I'd like to make here but these are not trivial (just ask our audio coders about the tasks we've given them 😁).
  3. issueskid

    F1 2020 - Engine Sounds

    Just to reiterate, I'm not saying you don't have valid points. We want to improve year on year and getting these things right is a careful balance and I'm always open to taking on criticism from the community, provided everybody is polite about it 🙂. But yes, as mentioned we are constantly assessing the amount of player control over the audio.
  4. issueskid

    F1 2020 - Engine Sounds

    Ha, well this is also a point we discuss a lot and I'm currently looking at different levels of control. There are several problems with offering multiple faders to control different aspects of the game though. First of all we have thousands of points of mix control in our project down to individual assets so where do you draw the line? People will always want more or less control so even if we offered say 8 faders to control different groups of sounds somebody is then going to ask why they can't have a fader to control gear shifts. On top of this when bugs are reported it becomes increasingly difficult to narrow down issues when players could have altered the mix hugely from how we intended the game to be heard. That's not to say we wont reconsider some audio options but there's always problems associated with this. If you look at most "big" games on the market you'll also find there's generally parity between their options and "music", "sfx", "vo" seem to be the common controls. Your suggestion of balancing the AI cars independently from the player car is a nice idea though, I think we actually did include this a few years back so its not out of the realms of possibility to make a return at some point in the future.
  5. issueskid

    F1 2020 - Engine Sounds

    @janbonator its always one we're looking at and tweaking. In the past we've had mixes where the AI is a lot quieter when wheel to wheel but this can then be difficult to know if you're about to be overtaken or not. We will continue looking at this though.
  6. issueskid

    F1 2020 - Engine Sounds

    As with the videos we have released that state "Work in Progress", our work is in progress constantly yes 🙂.
  7. issueskid

    F1 2020 - Engine Sounds

    This also depends on what camera you use. You will hear far more tunnel reverb in chase than on board.
  8. issueskid

    F1 2020 - Engine Sounds

    You don't hear a clear difference here with the Williams at ~0:54? Left and right channels sound completely different. I can't post the youtube video here so search the official F1 channel for "Top 10 F1 Onboards of 2019"
  9. issueskid

    F1 2020 Gameplay by Content Creators

    Sounds like you're talking about a vehicle handling issue - the way the car is set up. That's not an audio issue, we have nothing to do with what RPM ranges are used in specific gears. I can pass your feedback.
  10. issueskid

    F1 2020 - Engine Sounds

    The game mix is the standard mix and it will be closer to what a driver would hear. The broadcast mix is arguably more interesting. I was hesitant when we first created it but I prefer the broadcast mix now because it's far close to how the official broadcasts sound.
  11. issueskid

    F1 2020 - Engine Sounds

    That's why the toggle is there 👍If you want an authentic broadcast mix then turn it on. If you want the standard "game" mix then turn it off 🙂
  12. issueskid

    F1 2020 - Engine Sounds

    As my original comment mentioned, there is a toggle switch to turn broadcast mix on/off.
  13. issueskid

    F1 2020 - Engine Sounds

    Not sure I understand your question. Can you clarify?
  14. issueskid

    F1 2020 - Engine Sounds

    There's no plans to include these. There's several issues with giving this level of control. Firstly, you've picked out something like 10 sliders. Who's to say everybody wants those 10? Where do we draw the line? Do we end up adding more and more because individuals want more control over the mix? Do we end up replicating the literally thousands of sliders we have in our mix in game? What if "wind and rain" is too broad for a user and they want "wind" and "rain" sliders? What about the person who then wants to adjust the chassis rain mix independently from the track rain or garage rain? Even giving a broad set of slider is problematic, why have we given the option to adjust ambience but not the option to adjust garage mechanics? It's never ending. On top of that it would make debugging any issues players have very difficult. What if somebody starts reporting issues about missing audio and we first have to rule out all mix options? Maybe they've turned their dets slider down to zero and forgot about it? If you look at most games out on the market they all have the same sliders. Master, sfx, music, VO are the most common and still give some level of control.
  15. issueskid

    F1 2020 - Engine Sounds

    @TheEmpireWasRight this is not something we will be including.
  16. issueskid

    F1 2020 - Engine Sounds

    I don't understand your question. Can you elaborate?
  17. issueskid

    F1 2020 - Engine Sounds

    I remember when i had F1 2018 and I did race at Monaco, the car sound did change when I entered the Monaco tunnel, and when Jeff did talk to me when I was in the tunnel, his sound did had inteference. This 2 audio things made Monaco race extra special in F1 2018. Monaco tunnel always has tunnel reverb, perhaps what you found in 2019 is a bug. We have never intentionally removed it and it will be present in 2020. The race engineer no longer has radio interference based on distance from the car or location on track. We removed this after talking with teams and the FOM audio guys as the interference is no longer relevant as it used to be. Interference is now quite minimal due to improvements in technology with team radios so while our interference was "gamey" it was not realistic. -1 for the Audio (programmers) of F1 2019. Sorry you feel that way. Just to clarify, there are audio designers and audio programmers. These are two very different roles so for design decisions such as radio interference feel free to blame me rather than our programming guys 🙂
  18. issueskid

    F1 2020 - Engine Sounds

    Broadcast mix - We've created this toggle to turn panning on and off for the power unit. With this set to on we replicate the broadcast mix that separates the engine and exhaust channels. Engine will be panned left and the exhaust is panned right. It thickens up the sound and adds a lot of interest but it is not natural (although sounds the same as a TV broadcast when on) which is why you can toggle it on and off. Mercedes engine - All power units are made from scratch every year so the Mercedes is no exception. We've recorded with multiple teams at the pre-season test to ensure all power units are updated. What you'll be hearing on the Mercedes is a 2020 power unit that was recorded at the pre-season test.
  19. issueskid

    F1 2020 - Engine Sounds

    Sorry, I must have missed that thread. I'm actually quite active on the forum every year towards the end of development of each F1 game and I try to reply to as many audio related threads as possible, providing everybody is polite and constructive.
  20. issueskid

    F1 2020 - Engine Sounds

    We have a toggle on/off option that alters the mix slightly.
  21. issueskid

    F1 2020 - Engine Sounds

    This is the bundle that will be used on the Red Bull, yes. It is an actual on board recording of the Red Bull.
  22. issueskid

    F1 2020 - Engine Sounds

    Now is probably also a good time to reiterate our job in terms of engine audio. Every single season we attend at least the Barcelona pre-season test and work directly with multiple teams every year. All engine audio is recorded on board and externally and we build our bundles from this source. I can't go into much detail but we work closely with a handful of teams who have fed back how accurate our on board audio is and this is what we aim for. We've also been speaking with audio guys at FOM about their recording process to ensure we're capturing with a set-up as similar as they are. There's also no "copy and paste" year on year as the "internet" would have you believe 🙂. That means this year's Honda for example is not last year's Honda, it is a brand new recording taken from the actual car. It's also worth pointing out that we've done some new work this year from the audio side to bring on board audio closer in line with the broadcast footage. You'll find this as a toggle option in game.
  23. issueskid

    F1 2020 - Engine Sounds

    We in audio read the forums 🙂
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