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- Chippy569
- Chippy569
this part is right.The distortion in FM5's gear changes is actually the result of a sound control update rate that doesn't properly capture the way the player's control / physics inputs change over time. So you get nasty aliasing.
this part is very false.It's common with any game powered by Fmod, because, given the way its built, it's a pain to change the tick rate and, more importantly, decouple it from the graphics rate.
Anyway, this thread desperately needs some consistency in terminology, so allow me to propose some thoughts.
Game sound is comprised of two parts: the samples, and the system that picks which and how to play the samples. While the two are clearly related, it's important when criticizing sound to address which part your complaint is about. This is then glued together through a mix.
In the case of this thread, the "samples" part is the easiest to quantify. If you were to only listen to the audio source, the actual .wav files, would it sound "good" and "right" - you can measure thi in terms of accuracy or fidelity or detail or words like that. You can also talk about these qualitatively "ie some say the quality of the samples in GT is "washy" or "vacuumy"). You can also consider the amount of samples, or the depth of sound (that video i made some hundred pages ago now showcased why I think GT needs more samples per car). Samples are the spices that make up the flavor of the sound, i guess you could say. But ultimately samples can be swapped and changed very easily. What's more important to nail is...
...the physics driving the sounds. For car engine sounds there are things like RPM range, or engine inertia (ie how fast it revs) or driveline flex or shift behaviors or throttle or load-based dynamics. Many people may say things "sound bad" but when prodded the statement really is about the physics being bad -- high quality, high fidelity, high accuracy samples played in a poor physics environment will still sound wrong (imagine a 1960's muscle car that can rev as quickly as an F1 car, and shift as quickly too -- it's just weird). Sticking with the food analogy, this is the recipe for the sound.
There's also the consideration of the mix, which is how sounds all play together, to provide a polished experience. Audio mixes can happen at all kinds of depths. The game will have an overall mix, but each piece can have a separate submix. For example, the car itself probably has a mix among its components (like exhaust vs. engine), and the components might even have their own mix ("race" exhaust vs. "stock" exhaust). Usually when you have a critique about one sound in the game versus another (ie the wind noise is too loud compared to the car) that's a concern of mix.
Anyway, for the sake of this thread before you say that something "sounds bad" or "sounds good" or "sounds better than xyz" try to think a little bit further about specifically *what* sounds that way to you, or what the cause of the bad sound is. I bring this up because many posts in the last 10 pages or so have been people arguing about one component of one game having one of the three above parts good or bad, and someone refuting by talking about a different part.
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