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You have been `spoilt` by overworked, overcompressed, granular, loud, low dynamic range, distorted and far too wide stereo-seperation audio that tries to sound `fuller` than real life- it sounds good but not much like sitting in a real car, which is what AC excells at- no overdone post-processed audio just close to reality.
Like more bass or high end? Then just use your soundcards EQ.
Many people block this hole with a bung as apparantly its horrible on cruising making a really loud rasping. The reason for `synthetic` engine sounds it down to modern cars being so damn good at sound insulation, thusly muting the engine note.
This goes as far as the modern VW Golf GTI having a speaker under the hood/bonnet- yes a speaker that vibrates through the cars firewall creating a `false` engine sound making the engine seem more `throaty` than it is- it is literally just a haptic vibration speaker that sits under the hood near the firewall- again many people unplug or remove it as it makes an annoying `fake` engine vibration. So what do developers do to replicate this `sound`? Add in a fake vibration sound or not bother? If they didn't bother, many owners of the car might complain the car in the game sounds nothing like their car- go figure.
What this means is, some cars will sound `synthetic` even sitting in the real car, therefore AC accuratly depicts this audio IMO.
https://www.youtube.com/watch?v=3VXEDUVkbt8
Oh man, someone has to use the Crazy Frog noise as a replacement for real audio of a car in AC that would be hilarious!
https://www.youtube.com/watch?v=h7YW0KX0cdw&t=590s
Binarual Audio type SDK is built into Oculus Runtime and also OpenVR (SteamVR) has a 3d audio for positional audio in VR, which adds a huge amount to VR- especially when you can hear something you are not looking at and immediatly turn to see the thing making the sound because of the accuracy.
I'm hoping that AC for VR uses the proper 3D positional sound- I do know they had changed the audio panning based on head rotation in VR but proper 3D audio for VR would be amazing.
I´ve been only playing historic cars. I finished a race using a Ferreri Dino from HistorX and then decided to drive a Ford Escort in AC. It was frustrating seeing that beautifull AC graphics using that poor sound. I really hope Kunos do more effort on this. It is the only thing i don´t like in the sim. Btw, i like the AC Ford GT sound but i still think it lacks resolution/body. Why can´t it be like the sounds Marty posted above?
Remember sound is our interpretation of the movement of air, and our ears filter out sound in unusual ways (getting rid of high energy bass, for example.) Capturing accurate sound on a sim is a work of art as much as science.
Take the reverb in Assetto Corsa. Ideally you would want an impulse response sampled from the race track for the acoustics. Given its outside you would think there would be little variation, but stadiums and bridges will all have their own unique Impulse Response. I don't see this happening because IR playback would take too many processor cycles. So they choose to use a standard reverb - but it sounds too much like a plate reverb to my ears, which of course is totally unatural. If its not a plate reverb its a particularly crappy software reverb, or perhaps one that has too much wet signal mixed into the dry.
The interior of the car is always going to be difficult because its captured through microphones. If you listen to an acoustic instrument, such as an acoustic guitar, and then listen to it recorded out on a microphone, the difference from the real instrument to the recorded one is astonishing. Drum kits are made to sound good recorded yet often sound awful acoustically. So trying to capture the 'real' sound of a car through a mic is always going to be tough. Mic placement can help, but at best its always going to sound processed and at worst it'll sound unnatural.
The worst thing you can do is overuse a compressor on the signal. Sure, it makes it all sound larger than life which is great if you're not interested in accuracy, but I'd much rather hear a flat, accurate signal. If you're used to hearing a compressed signal you might find an accurate one sounds weak and thin, but the dynamic range will be better and you'll get a more realistic 'feel' without compression especially as the acceleration kicks in.
Then add the complexity of all the various devices working together. You have the turbo, the engine cylinders, the transmission whine, tyres, etc. All of them will sound different depending on what the car is doing so you just can't sample it as one block. Each part needs to be sampled seperately, or have the frequencies seperated out and remixed back in individually. Audio is a nightmare, in other words.
Some don't do audio very well. Project Cars is pretty awful for sound, frankly. Assetto Corsa does at least try, and I like the way the sound thins out realistically from the external camera views. Its by no means the worst I've heard, but if it can be improved I'd love to see what they can do with it.
it adds to the immersion.
I gotta agree with Escort sound, it stops me from even driving it. I think they tried to emulate a really high reving full on race spec engine like this, but it's even higher pitch than this.
https://www.youtube.com/watch?v=G-7oSRZAh3I
But most people think of this when they think Cosworth BDA
https://www.youtube.com/watch?v=pbjby5W8gW8
Or this
https://www.youtube.com/watch?v=RZNikD3ejxs
It kinda sounds ok up to about 7k RPM and then it's just too high a pitch, and you have to rev it way past 7k to get any power out of it. It's irritated me ever since the car came out for Assetto Corsa.
Yes, I think its only positional panning though- I don't think Kunos used the actual Oculus Audio SDK as the difference when this is used as opposed to a developers own `positional` audio is very much noticable.
I think the audio is positional but the sounds from the game are not- IE the engine sound doesn't come from the front and the tyre noises don't sound like they are coming from under the car- so whilst the audio may honour the head rotation, its not truely positional as Kunos didn't build the audio for VR.