Sound design improvement in Forza 6?

  • Thread starter Krakenous
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There aren't any cars in forza that I find over exaggerated, that's not what I was saying.

Then what is your point as you have me lost :P.

I think overall the thread has derailed a bit into how speaker systems and sound systems do the bits they do here and there rather than the focus on where the Forza series can improve it's audio, hence with you keep going on about OTT effects, I thought you had something to say with regards to Forza, as none of my arguements are based on the ideas that the "louder" and more "exaggerated" the sound the better, turning volume and dumping 5.1 up on Mario and Zelda doesn't make em any better.

Forza week 7 is Today, so it will be interesting to comment on which cars they add this week and if any stand out in need of improvement, after all, this is what this thread is supposed to be about lol, listing the Forza cars that have been neglected over the series interms of audio, and I haven't seen much of that here yet...so let's try to regain focus on that matter!

One lot of vehicles especially in Forza series that hasn't gotten the best treatment is smaller engined modern cars, vehicles like the modern Fiesta, modern 206/208, modern Polo or VW or Vauxhall Astra or other I4/I6 and V6's. The problem I find here is they sound way too clean and artificial, where I know for a fact the Polo and Fiesta can have a very raw engine note especially in the mid range due to the camming, and boy am I sick of them getting the audio wrong on VW Golfs, every one apart from the "classic" varients has a completely artificial exhaust note and no character to the engine note, I'll try and post some examples later today :).
 
I just want them to get the audio right on ALL cars.

The Evos and Imprezas were disappointing in FM5. So was the SLS AMG and ZL1. Not to mention how strange downshifting sounded on some cars.

Do you think the game will actually slow down if they include more depth and character in the sound modelling? Probably not by much... but they'd have to give up the locked 60 fps thing.
 
^ a youtube video of a sinewave sweep for an audio reference? ...please just no. With how heavily youtube compresses the audio you're getting more artifact than signal above ~16k.
He's talking about the bass frequency range though which is nowhere near 16Khz.
 
As for the $1 million... why can't it be divided 50/50 on visuals and audio? Why dish out the entire one mill on visuals or audio?
You can't because the team required for visuals is much larger, basically involving multiple programmers and all the artists in the studio, which can easily be more than 100 people, audio teams in the majority of game studios are 2-3 blokes max.
 
You can't because the team required for visuals is much larger, basically involving multiple programmers and all the artists in the studio, which can easily be more than 100 people, audio teams in the majority of game studios are 2-3 blokes max.
forza audio team is a director (wiswell), mixer/lead (combs), car lead (wilson), car sound designers (usually like 2-4), track lead, and then depending on how you want to count them you have a composer, VO editors, etc. that work out of house, and then one or two dedicated audio devs, and then probably some form of manager/PM. That's on the longer end of audio teams but not as big as say DICE or Halo.
 
I personally prefer audio to be as realistic and authentic as possible.
this is unobtanium. Go look at the GT sound thread in the GT7 section. There's maybe 20ish people regularly posting in that, and they can't even agree on what a corvette sounds like. Therefore what one person finds real and authentic someone else finds unacceptable.
 
^ a youtube video of a sinewave sweep for an audio reference? ...please just no. With how heavily youtube compresses the audio you're getting more artifact than signal above ~16k.

And you guys didn't quite interpret what I said correctly. Say I have $1m to improve my game. I can spend that $1m on improving graphics, and probably see that much returned from all the great reviews and blown minds etc. Or I can spend that $1m on audio improvements, and it'll get a half-paragraph nod in some reviews and no one will notice or care. Audio isn't the thing that sells games, meaning it's not the place you invest your money or time because it doesn't have a return.

Nobody leaves E3 saying "Damn those games' audio is AMAZING" because it's not what people care about.

Obviously there are some people like us in this thread who care a great deal, but we make up such a small percentage of the buying community that we don't even matter. The rest of the population just says "does it make a sound vaguely like I expected? then it's good."


Actually the "Sinewave" suits the purpose it was posted for. That is referring to many people having amplification / speakers be it via tv/audio system or headphones that perhaps do not reproduce adequately the low bass frequencies which give "engine sounds" their presence, power and realism.

Why you referring to 16KHz?

Sorry if my post annoyed you.
I tried to add plenty of good info on the links provided. Also since FM4 how their new approach has been progressing and with FM5 they kept evolving, looking to Lucasfilm to enhance the audio interaction in new ways.

I'm not that bothered about the importance of audio Vs visuals but interested to learn if FM6 continues to further utilise the audio aspect of the game for people's benefit. My own wants would be more user control of individual volumes for various effects.

Visuals are often overated, audio is often overlooked in people's systems/cockpits.
 
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this is unobtanium. Go look at the GT sound thread in the GT7 section. There's maybe 20ish people regularly posting in that, and they can't even agree on what a corvette sounds like. Therefore what one person finds real and authentic someone else finds unacceptable.

Absolutely spot on, you've hit the central nerve of this topic. Perception is everything, and we do not perceive things the same - therefore what constitutes an "improvement" in sound, and who is the arbiter who decides that it's "better" than it was before ??
I remember reading an article in a V8 Supercar magazine, the topic being whether fanatical fans of Ford & Holden can actually pick the respective cars just by sound alone.
There was about 4 or 5 guys, they were blindfolded & made to listen to several various models of Ford's & Holdens and then making a judgement on what each one was.
The result being that NONE of them got them right....and these were rabid fanatical fans of either marque,who owned several of said cars & were seriously involved in the automotive world. And they still got it wrong.
Point being that our senses are perceived uniquely by each of us & there are no "absolutes" in sound design or theory that will result in a perceived improvement by us all.
There is no right or wrong, some will decide the sound has improved,while others will decide the sound is the same or worse.
All are correct........because one man's symphony is another man's cacophony.
 
Although true to an extent, it's easy to tell the different between a Subaru and an Evo, an Inline 4 and a V6, a V8 or a V10. However, comparing about 5 different V8's on cars that use very similar notes in the engines, and a sample size so small is not really valid but I do get what you are saying and you are correct, just as visuals are subjective, so can sound.

However, sometimes there is clear views. It is very obvious that Forza "sounds better" than GT, because fact of the matter is, T10 record the real sounds from the cars and GT use crappy software synths for the engine audio.

As for "improvement", there is a difference between FM4 and FM5 and FM5 to FH2 which is very very obvious and that is sample quality, mixing quality and 7.1 output fidelity, and also the fact they used a lot less copy and pasted V8's and the engine has been improved each time. Will this translate to FM6 as well? Hopefully.

Newest video of FM6 doesn't let us hear anything really in much detail but it's the best we have so far: http://uk.ign.com/videos/2015/08/04...lay-gamescom-2015? hub page One&utm_content=1

It's hard to tell how good the Ford GT sounds with all the background noise but this is all we have atm lol.
 
Although true to an extent, it's easy to tell the different between a Subaru and an Evo, an Inline 4 and a V6, a V8 or a V10. However, comparing about 5 different V8's on cars that use very similar notes in the engines, and a sample size so small is not really valid but I do get what you are saying and you are correct, just as visuals are subjective, so can sound.

However, sometimes there is clear views. It is very obvious that Forza "sounds better" than GT, because fact of the matter is, T10 record the real sounds from the cars and GT use crappy software synths for the engine audio.

As for "improvement", there is a difference between FM4 and FM5 and FM5 to FH2 which is very very obvious and that is sample quality, mixing quality and 7.1 output fidelity, and also the fact they used a lot less copy and pasted V8's and the engine has been improved each time. Will this translate to FM6 as well? Hopefully.

Newest video of FM6 doesn't let us hear anything really in much detail but it's the best we have so far: http://uk.ign.com/videos/2015/08/04/forza-6-racing-rivalry-gameplay-gamescom-2015? hub page One&utm_content=1

It's hard to tell how good the Ford GT sounds with all the background noise but this is all we have atm lol.

My point is the perception of "better" or "worse" in any field, be it sound,visuals or flavour/texture is a subjective one and is solely up to the ears/eyes of the individual.
There is no such thing as an "obvious" improvement in sound, because that is inferring that we all hear it the same way & therefore come to the same conclusion. This isn't so.
You may feel that FM4 sounds obviously better than FM2, or 5 over 4, but there are others who would disagree. Neither is right or wrong.
No one's individual perceptions are more "right" than anyone else's.
So absolutes like "obvious" improvements can only apply to the perceptions of one's self, not to those of others.
We will never have unity in what sounds are good,bad or ugly, because of our individual senses. So the topic is kind of self defeating.
 
You can't because the team required for visuals is much larger, basically involving multiple programmers and all the artists in the studio, which can easily be more than 100 people, audio teams in the majority of game studios are 2-3 blokes max.

Sad. :grumpy:

this is unobtanium. Go look at the GT sound thread in the GT7 section. There's maybe 20ish people regularly posting in that, and they can't even agree on what a corvette sounds like. Therefore what one person finds real and authentic someone else finds unacceptable.

I don't understand your comment. I wasn't referring to GT, which doesn't have a place in this discussion. You're getting at?

Absolutely spot on, you've hit the central nerve of this topic. Perception is everything, and we do not perceive things the same - therefore what constitutes an "improvement" in sound, and who is the arbiter who decides that it's "better" than it was before ??
I remember reading an article in a V8 Supercar magazine, the topic being whether fanatical fans of Ford & Holden can actually pick the respective cars just by sound alone.
There was about 4 or 5 guys, they were blindfolded & made to listen to several various models of Ford's & Holdens and then making a judgement on what each one was.
The result being that NONE of them got them right....and these were rabid fanatical fans of either marque,who owned several of said cars & were seriously involved in the automotive world. And they still got it wrong.
Point being that our senses are perceived uniquely by each of us & there are no "absolutes" in sound design or theory that will result in a perceived improvement by us all.
There is no right or wrong, some will decide the sound has improved,while others will decide the sound is the same or worse.
All are correct........because one man's symphony is another man's cacophony.

Don't the Ford and Holden V8 Supercars have practically the same engine rated at the same output and torque? Why would they sound all that different to begin with?

Although true to an extent, it's easy to tell the different between a Subaru and an Evo, an Inline 4 and a V6, a V8 or a V10. However, comparing about 5 different V8's on cars that use very similar notes in the engines, and a sample size so small is not really valid but I do get what you are saying and you are correct, just as visuals are subjective, so can sound.

However, sometimes there is clear views. It is very obvious that Forza "sounds better" than GT, because fact of the matter is, T10 record the real sounds from the cars and GT use crappy software synths for the engine audio.

As for "improvement", there is a difference between FM4 and FM5 and FM5 to FH2 which is very very obvious and that is sample quality, mixing quality and 7.1 output fidelity, and also the fact they used a lot less copy and pasted V8's and the engine has been improved each time. Will this translate to FM6 as well? Hopefully.

Newest video of FM6 doesn't let us hear anything really in much detail but it's the best we have so far: http://uk.ign.com/videos/2015/08/04/forza-6-racing-rivalry-gameplay-gamescom-2015? hub page One&utm_content=1

It's hard to tell how good the Ford GT sounds with all the background noise but this is all we have atm lol.

On the money. 👍
 
Sad. :grumpy:



I don't understand your comment. I wasn't referring to GT, which doesn't have a place in this discussion. You're getting at?



Don't the Ford and Holden V8 Supercars have practically the same engine rated at the same output and torque? Why would they sound all that different to begin with?
(/QUOTE)

They weren't made to listen to V8 Supercars, but various street Holdens & Ford's, and it wasn't sound samples but the actual cars themselves being started up & revved in front of them.
The point of the article was too see who knew their Ford's & Holdens just by sound alone. They all got 'em wrong.
 
My point is the perception of "better" or "worse" in any field, be it sound,visuals or flavour/texture is a subjective one and is solely up to the ears/eyes of the individual.
There is no such thing as an "obvious" improvement in sound, because that is inferring that we all hear it the same way & therefore come to the same conclusion. This isn't so.
You may feel that FM4 sounds obviously better than FM2, or 5 over 4, but there are others who would disagree. Neither is right or wrong.
No one's individual perceptions are more "right" than anyone else's.
So absolutes like "obvious" improvements can only apply to the perceptions of one's self, not to those of others.
We will never have unity in what sounds are good,bad or ugly, because of our individual senses. So the topic is kind of self defeating.

You are being pedantic.

There is obvious difference from micromachines 25 years ago to FM5 today lol in that...micromachines are digital pitch feedback adjustments, and FM5 is...the real life engine from a car.

You can't say something like there is no "improvement" when clearly there is in terms of fake vs real. In FM4 the 69 Charger sound effect was a combination of the other V8's in game with slight tone adjustments and thus, not the "real" sounding car, where as in FM5 they recorded the real engine for the car, same in FH2 and thus, "real" is better by authenticity than "fake" get me?

The topic is not self defeating at all, this entire discussion is SUPPOSED to be what we want to see from previous games improved in FM6 hence the title, according to your logic lol all graphics discussion and gameplay discussion and soundtrack discussion and design discussion should be completely defeated because "we all have opinions"? Wut, that's not how how a discussion works, we are discussing, from a factual evidence point of view, which cars and how the engine in Forza games can be used to improve the quality of engine sounds via if it be a new mixing system, actually recording the real life car, getting the exhaust burble right, etc. It's not a discussion based on argueing philisophical points about perception. We are talking facts here, not theories.

Apologies if i sound rash but you are not really contributing to the discussion here so if you don't have anything to contribute, politely discuss that topic in a new thread :). Thanks.
 
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You are being pedantic.

There is obvious difference from micromachines 25 years ago to FM5 today lol in that...micromachines are digital pitch feedback adjustments, and FM5 is...the real life engine from a car.

You can't say something like there is no "improvement" when clearly there is in terms of fake vs real. In FM4 the 69 Charger sound effect was a combination of the other V8's in game with slight tone adjustments and thus, not the "real" sounding car, where as in FM5 they recorded the real engine for the car, same in FH2 and thus, "real" is better by authenticity than "fake" get me?

The topic is not self defeating at all, this entire discussion is SUPPOSED to be what we want to see from previous games improved in FM6 hence the title, according to your logic lol all graphics discussion and gameplay discussion and soundtrack discussion and design discussion should be completely defeated because "we all have opinions"? Wut, that's not how how a discussion works, we are discussing, from a factual evidence point of view, which cars and how the engine in Forza games can be used to improve the quality of engine sounds via if it be a new mixing system, actually recording the real life car, getting the exhaust burble right, etc. It's not a discussion based on argueing philisophical points about perception. We are talking facts here, not theories.

Apologies if i sound rash but you are not really contributing to the discussion here so if you don't have anything to contribute, politely discuss that topic in a new thread :). Thanks.
Well, he is contributing, he's just opposing you ;)

There's a good video with gameplay of the GT in which you can clearly hear the car. Now I don't exactly know how the v6 will sound as a toned down road car yet so I don't know how accurate it is, but it sounds ok.

The v60 in the free fh2 pack sounds really good. I'm going to look up some real sound vids to compare.
 
Well, he is contributing, he's just opposing you ;)

There's a good video with gameplay of the GT in which you can clearly hear the car. Now I don't exactly know how the v6 will sound as a toned down road car yet so I don't know how accurate it is, but it sounds ok.

The v60 in the free fh2 pack sounds really good. I'm going to look up some real sound vids to compare.

The topic is deviating to much into perception, where I am and we are talking about cold facts, hence why I'd like it stay head on.

OOOOO YES! Have wanted to speak about this pack!!

The V60 does nothing for me :P, It does sound decent but I don't really like it's sound, HOWEVER.

- 78 Super Cobra sounds fantastic, that is an excellent audio sample and a very well mixed exhaust burble too, the low to mid sound great and on high sounds throaty too, loved this car in FM4 so glad to see it back sounding and looking fantastic, very accurate sound.
- 86 Civic SI oooo what a gorgeous little inline! Fantastic sound and burble from 2500-4500rpm (drop that from 2nd through to 3rd it sound so good on the exhaust nom!) once again here one of the best sounding Civics in terms of quality, mixing, volumes, burble, off and on high and has such a punchy little engine, an absolute joy for the ears gonna have some fun with this.
- 52 FIAT 8V well well well...what a absolutely beautifully styled car, never seen or even heard of this vehicles before but it's a joy to look at it! The interior is classic 50s omg, gorgeous. And that sound...WOW, one of the most full of character sounds I have heard in the Forza series so far, through the entire 7400RPM listen to all that detail, exhaust burble, off rev, gear change, engine and cam pull and it's naturally, burbly rumble and whine as it climbs the RPM wow I played with this thing for a solid hour just listening to it same with the above. THIS IS WHAT I AM TALKING ABOUT!

3, out of the 6 cars demonstrating excellent quality and fidelity with the FIAT 8V for me, standing out for being the most interesting and bespoke sounding so far, the classic 78 V8 making the perfect rumble and the 86 Civic being recorded with excellent exhaust, cam and throttle notes. YUM.

I am extremely happy just with those 3 cars, if FM6 can keep applying the standard that FH2 has had over it's majority of cars then yes yes yes, I will be set all year lol.
 
You are being pedantic.

There is obvious difference from micromachines 25 years ago to FM5 today lol in that...micromachines are digital pitch feedback adjustments, and FM5 is...the real life engine from a car.

You can't say something like there is no "improvement" when clearly there is in terms of fake vs real. In FM4 the 69 Charger sound effect was a combination of the other V8's in game with slight tone adjustments and thus, not the "real" sounding car, where as in FM5 they recorded the real engine for the car, same in FH2 and thus, "real" is better by authenticity than "fake" get me?

The topic is not self defeating at all, this entire discussion is SUPPOSED to be what we want to see from previous games improved in FM6 hence the title, according to your logic lol all graphics discussion and gameplay discussion and soundtrack discussion and design discussion should be completely defeated because "we all have opinions"? Wut, that's not how how a discussion works, we are discussing, from a factual evidence point of view, which cars and how the engine in Forza games can be used to improve the quality of engine sounds via if it be a new mixing system, actually recording the real life car, getting the exhaust burble right, etc. It's not a discussion based on argueing philisophical points about perception. We are talking facts here, not theories.

Apologies if i sound rash but you are not really contributing to the discussion here so if you don't have anything to contribute, politely discuss your issues elsewhere :). Thanks

Pedantic? That's your opinion.
You are being pedantic.

There is obvious difference from micromachines 25 years ago to FM5 today lol in that...micromachines are digital pitch feedback adjustments, and FM5 is...the real life engine from a car.

You can't say something like there is no "improvement" when clearly there is in terms of fake vs real. In FM4 the 69 Charger sound effect was a combination of the other V8's in game with slight tone adjustments and thus, not the "real" sounding car, where as in FM5 they recorded the real engine for the car, same in FH2 and thus, "real" is better by authenticity than "fake" get me?

The topic is not self defeating at all, this entire discussion is SUPPOSED to be what we want to see from previous games improved in FM6 hence the title, according to your logic lol all graphics discussion and gameplay discussion and soundtrack discussion and design discussion should be completely defeated because "we all have opinions"? Wut, that's not how how a discussion works, we are discussing, from a factual evidence point of view, which cars and how the engine in Forza games can be used to improve the quality of engine sounds via if it be a new mixing system, actually recording the real life car, getting the exhaust burble right, etc. It's not a discussion based on argueing philisophical points about perception. We are talking facts here, not theories.

Apologies if i sound rash but you are not really contributing to the discussion here so if you don't have anything to contribute, politely discuss that topic in a new thread :). Thanks.

Pedantic? That's your opinion. I AM discussing. I'm discussing sound & how it's perceived.
Sure there are differences in sound generation through the years, & I'm not talking about Micro Machines sounds compared to now, but your view on what makes a sound "better" is NOT fact, it's simply how *you* hear it.
Are you saying that because YOU hear an "obvious" sound improvement then it makes it a "fact" that the rest of us have to accept???
Regardless of what you think constitutes a "real" sound, there are many people who would prefer what you would deem a "fake" sound. What of it? Who are you to decide for me or others whether a sound is more real or fake? I didn't realise you were the Authority on real & fake sounds, my apologies.
You seem to think that your personal audio perceptions are facts that can't be disputed. I am simply saying that we do not hear things the same,so absolutes do not apply.
THAT is a fact.
By the way, you also seem to think you can decide what contributes to this discussion or not. You truly are the Oracle aren't you.
 
Pedantic? That's your opinion.

Pedantic? That's your opinion. I AM discussing. I'm discussing sound & how it's perceived.
Sure there are differences in sound generation through the years, & I'm not talking about Micro Machines sounds compared to now, but your view on what makes a sound "better" is NOT fact, it's simply how *you* hear it.
Are you saying that because YOU hear an "obvious" sound improvement then it makes it a "fact" that the rest of us have to accept???
Regardless of what you think constitutes a "real" sound, there are many people who would prefer what you would deem a "fake" sound. What of it? Who are you to decide for me or others whether a sound is more real or fake? I didn't realise you were the Authority on real & fake sounds, my apologies.
You seem to think that your personal audio perceptions are facts that can't be disputed. I am simply saying that we do not hear things the same,so absolutes do not apply.
THAT is a fact.
By the way, you also seem to think you can decide what contributes to this discussion or not. You truly are the Oracle aren't you.

Agree to disagree then. Let's move on.
 

They weren't made to listen to V8 Supercars, but various street Holdens & Ford's, and it wasn't sound samples but the actual cars themselves being started up & revved in front of them.
The point of the article was to see who knew their Ford's & Holdens just by sound alone. They all got 'em wrong.
 
So week 6 is day over due on the cars for FM6 so far, looks like it is going be a DTM or LMP reveal though mostly.

I fancy doing a list of the 40 or so cars and tagging each ones performance audio wise in games so far, to then bring the discussion back onto which cars could be done to sound more like the real life counterparts.

I've said from day one, getting more I4 classic and modern engines from the real sources would be excellent, the most recent car pack for FH2 did a fantastic job with the 3 I listed, even some actual rasp and burble in the cobra and 86 civic which is lovely.

Still as always, the constant theme remains. Properly recorded exhaust notes are none existent especially when it comes to the actual grumble and pitter of the on low range and throttle curve on the exhaust burble, as heard here:

Not super clear, but you get the idea...SO NICE! I WANT THIS IN FORZA or well any game lol.
 
Just thought to bump this up with the squirrel videos released the other day:






He talks over it, but from what I can hear, it sounds like at least the interior audio is a bit louder this time and from what I can tell, it sounds like they are FH2 samples for the engine sounds which is good at least and the Ford GT sounds decent enough. We are never gonna hear a HQ sample until closer to release now, but thought it was worth noting that the Huracan and 250 GTO are definitely FH2 samples, which i've said before if this is the standard I'd be happy with that!
 
Just thought to bump this up with the squirrel videos released the other day:






He talks over it, but from what I can hear, it sounds like at least the interior audio is a bit louder this time and from what I can tell, it sounds like they are FH2 samples for the engine sounds which is good at least and the Ford GT sounds decent enough. We are never gonna hear a HQ sample until closer to release now, but thought it was worth noting that the Huracan and 250 GTO are definitely FH2 samples, which i've said before if this is the standard I'd be happy with that!


Nice dig! Enjoyed watching those.

I can already tell the engine/exhaust notes are more detailed. The off-throttle sounds seem to have been improved...maybe..not sure.

What I really loved watching was how the cockpit movement has been improved.. suspension modeling has definitely been given more attention. And I am absolutely.. positively.. THRILLED about driving in the rain and at night.

I love how the Forza games have evolved since FM2 on the X360. What an epic run, and what a bloody fantastic time to be a gamer! :D
 
Those cars sound no different, but they sound ok anyway.

The zonda meanwhile still has the same awful sound.

Zonda?

At the end of the day we can't hear ****. There is a voice over, music, and no bonnet + exhaust cam or any of the volumes adjusted so we can't really make comparisons until the games out or we get engine only gameplay.
 
I really wasn't expecting car sounds to change. I was very wrong.

so many cars have improved loads in audio, two big examples being the skyline and e46. Compare them both to fm5 and be very suprised.
 
Yeah, the audio has improved dramatically. The biggest change isn't so much the cars themselves, but the way their sound transmits around the environment. One of my main concerns was always the lack of hearing the exhausts coming off the gas or downshifts & hearing them burble and pop. They have definitely put some work into that detail, so many cars now give off the effect under hard, heavy downshifts. 👍
 

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