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Audio / SoundFX discussion

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Evo X sounds like a demon I LOVE IT. Maybe something in pitch, maybe, but woo the Turbo Anti-lag! Daaaaamn!

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gfRally said:
The new cars all have great sounds, and i think the Lancer has the right sound as well, but it sounds very high pitched, like the engine is N/A and goes to 12k RPMs or something (like the F2 Kit Cars), this car should sound a lot deeper

@OttoWilson 

I just said the same, both R4 cars are a little raspy.  BUT we seem to tune our rally cars differently here in the US from what is done in Europe.  Ours have TONS of antilag and turbo flutter.  I don't always here that in the European videos.  
European cars sounds a bit tame compared to the US Open Class cars, still, the anti lag on the euro Evo is almost as agressive, but the engine is more restricted AFAIR, so the revs don't go up too much.

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Focus WRC 07 is fantastic yes, even better when watching from exterior cameras during replays, great job men!

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gfRally said:
The new cars all have great sounds, and i think the Lancer has the right sound as well, but it sounds very high pitched, like the engine is N/A and goes to 12k RPMs or something (like the F2 Kit Cars), this car should sound a lot deeper

@OttoWilson 

I just said the same, both R4 cars are a little raspy.  BUT we seem to tune our rally cars differently here in the US from what is done in Europe.  Ours have TONS of antilag and turbo flutter.  I don't always here that in the European videos.  
European cars sounds a bit tame compared to the US Open Class cars, still, the anti lag on the euro Evo is almost as agressive, but the engine is more restricted AFAIR, so the revs don't go up too much.
I guess it makes up for 1/100 of the piece that we don't have WRC here, but I'll take what I can get! :)  

Antilag is a bit like Crack though...  (umm.. no pun)

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gfRally said:
The new cars all have great sounds, and i think the Lancer has the right sound as well, but it sounds very high pitched, like the engine is N/A and goes to 12k RPMs or something (like the F2 Kit Cars), this car should sound a lot deeper

@OttoWilson 

I just said the same, both R4 cars are a little raspy.  BUT we seem to tune our rally cars differently here in the US from what is done in Europe.  Ours have TONS of antilag and turbo flutter.  I don't always here that in the European videos.  
European cars sounds a bit tame compared to the US Open Class cars, still, the anti lag on the euro Evo is almost as agressive, but the engine is more restricted AFAIR, so the revs don't go up too much.
I believe the car configuration for running anti-lag on Group N cars (specifically thinking Subaru's here) may be more refined on European built cars. The Prodrive Group N cars are very quiet, even when running the ALS at it's most aggressive setting.

Having said that - and as @OttoWilson has said - Group N and R4 Evos have very aggressive sounding anti-lag: it's loud and very raspy!

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i think the thing is the cars sound different in different views.

go in third person on play back listen to a car then go bumper view.

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tbtstt said:
European cars sounds a bit tame compared to the US Open Class cars, still, the anti lag on the euro Evo is almost as agressive, but the engine is more restricted AFAIR, so the revs don't go up too much.
I believe the car configuration for running anti-lag on Group N cars (specifically thinking Subaru's here) may be more refined on European built cars. The Prodrive Group N cars are very quiet, even when running the ALS at it's most aggressive setting.


Refined?  humph!  

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dgeesi0 said:
i think the thing is the cars sound different in different views.

go in third person on play back listen to a car then go bumper view.
It was mentioned somewhere that they use impulse responses. In "Laymans terms" These are "recordings" of properties of a acoustic space (english is not my native language so hard to explain), that can be use as an effect for another recording to make it sound like it was heard on wanted acoustic space. 
Like they make Impulses in the cars cabin so that any car sounds can be heard in that acoustic space when that effect is ON.

EDIT: this sentence was missing. So this is (or something similar) propbably the reason  why different car angles sounds different. As they should be so i think you are correct @dgeesi0 

They could have made those for couple or more "player" locations. Like bonnet.

Or they could have also recorded that cars sound with couple of different microphone locations.

You of course might have known this, but i wanted to tell  in case somebody didnt know. @cmsoundfx please correct me on this if this is not the case with you using impulse responses.Becaude this is only one way doing it


BTW spent over 4 hours on replay audio analysis with my blind friend (talk about blind test, and he think it was important mention) and i'm on the process of making a post in here with our findings. 

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Ok here is my response to the Subaru R4 sounds:

The recording is correct, I can here the different notes the exhaust makes and they sound about right.  However, the frequency if off.  I'm mostly talking about the sound from behind, since other views are dependent on the 'reflection' off the surroundings.  

At first I thought about the performance tuning that difference between open class cars that I know of, and R4 that I never heard.  So I looked up a bunch of video of R4 Subarus on YouTube.   

First there is very little rasp in the exhaust, it's there but it's also less prevalent and a deeper sound. 

Second, although not as aggressive as an open class STI here, I am finding quite a bit of antilag in the videos with R4 recordings.  

Some examples:

http://youtu.be/iAdferADsC4

http://youtu.be/sjYLcmPyrJQ

http://youtu.be/E3yuSS8C3To

http://youtu.be/av2K7BRl_AI


So these are different cars, different cameras, different mics recording, and probably different performance tuning.  They all have similar antilag and little rasp.

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Anyone know if you can edit any xml to get louder transmission whine?  :)

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TuliRally said:
dgeesi0 said:
i think the thing is the cars sound different in different views.

go in third person on play back listen to a car then go bumper view.
It was mentioned somewhere that they use impulse responses. In "Laymans terms" These are "recordings" of properties of a acoustic space (english is not my native language so hard to explain), that can be use as an effect for another recording to make it sound like it was heard on wanted acoustic space. 
Like they make Impulses in the cars cabin so that any car sounds can be heard in that acoustic space when that effect is ON.

EDIT: this sentence was missing. So this is (or something similar) propbably the reason  why different car angles sounds different. As they should be so i think you are correct @dgeesi0 

They could have made those for couple or more "player" locations. Like bonnet.

Or they could have also recorded that cars sound with couple of different microphone locations.

You of course might have known this, but i wanted to tell  in case somebody didnt know. @cmsoundfx please correct me on this if this is not the case with you using impulse responses.Becaude this is only one way doing it


BTW spent over 4 hours on replay audio analysis with my blind friend (talk about blind test, and he think it was important mention) and i'm on the process of making a post in here with our findings. 
Hey Tuli, here's how they record the cars, i understand your ESL as i have a personal sound interest :)

https://twitter.com/sound_fx/status/632146521111306240

https://twitter.com/Ryan_Champion/status/632141816792543232

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I would agree that the Evo sounds a bit high pitched.  A real one sounds like it only revs to 4K & is low pitched, bassy & full of dirty anti-lag!!  Minor detail tho

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KevM said:
I would agree that the Evo sounds a bit high pitched.  A real one sounds like it only revs to 4K & is low pitched, bassy & full of dirty anti-lag!!  Minor detail tho
Test in progress...

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We do have a tendency to rev the cars much higher than they normaly do. Mainly just coz it's cool, but also because we have no tourque curve stats on cars in game.

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bogani don't start about that lol.you'll start a revolution.

people mainly think you have to max out gears revs for best times you dont.

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I was wondering if the Tq curve was modeled in game, and then remember when i was running auto gears on the keyboard, the shift point never stayed the same for each gear, i often felt it was short shifting sometimes.

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soundfx said:
I keep meaning to comment on this thread TuliRally, but I'm just a bit busy.

In the meantime, for those who are not happy with the current Evo engine, try this...

https://dl.dropboxusercontent.com/u/48910186/4cyl_tb_evo_x_steve_hill_dd.bdl

Just replace the file in: ... \cars\models\mer\bundles

I'll remove the link when it goes live in next update.

Cheers

Thanks, Dave, i'm sure a lot of people will really like this.

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TuliRally said:
dgeesi0 said:
i think the thing is the cars sound different in different views.

go in third person on play back listen to a car then go bumper view.
It was mentioned somewhere that they use impulse responses. In "Laymans terms" These are "recordings" of properties of a acoustic space (english is not my native language so hard to explain), that can be use as an effect for another recording to make it sound like it was heard on wanted acoustic space. 
Like they make Impulses in the cars cabin so that any car sounds can be heard in that acoustic space when that effect is ON.

EDIT: this sentence was missing. So this is (or something similar) propbably the reason  why different car angles sounds different. As they should be so i think you are correct @dgeesi0 

They could have made those for couple or more "player" locations. Like bonnet.

Or they could have also recorded that cars sound with couple of different microphone locations.

You of course might have known this, but i wanted to tell  in case somebody didnt know. @cmsoundfx please correct me on this if this is not the case with you using impulse responses.Becaude this is only one way doing it


BTW spent over 4 hours on replay audio analysis with my blind friend (talk about blind test, and he think it was important mention) and i'm on the process of making a post in here with our findings. 
Hey Tuli, here's how they record the cars, i understand your ESL as i have a personal sound interest :)

https://twitter.com/sound_fx/status/632146521111306240

https://twitter.com/Ryan_Champion/status/632141816792543232

Yep i saw that when it was posted on twitter and it look really neat! That subaru really sound nice now or atleast better.
What i mostly meant was that those raw recordings are probably driven thru IR effect so that they will get the charasterics of acoustic space that is wanted by the game engine at that time. So in in-car view, engine sounds get applied with charasterics from real "impulse response" recording, tha is recorded from a real car, hence differences and one of the probable reasons why engine will sound different with different view.

EDIT: This game is as you all know using wwise and i'm not familiar with it (yet, but im really interested), but i remeber them using impulse responses was mentioned somewhere long time ago (and probably in a galaxy far far way)

@soundfx Understandably and rightfully you guys are busy so no worries. And thank you for that link you posted above! 

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Yes, they record each location simultaneously, Dave mixes it up in each view to balance the actual recordings (as i understand it)

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Just threw it in my files, booting game up now.
                                            
EDIT: Just tried new sound file, MUCH MUCH better!

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If allowed could someone post a video?  Haven't been able to get to my computer 

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JZStudios said:
Anyone try his new sound yet? Any improvement?
Old sound - beastly sound
New sound - monster sound :D 

There's more deep to it, and the exhaust note seems to be louder in general. It's simply better. Everyone should put that file there.

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Top job on the Lancer ther @soundfx :)                                                 

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