Originally Posted by: teksenic 
They're using full range mics are they not? I don't know of a single car that has the same sound in both the interior and the exterior let alone have a low cut at around 200hz. The majority of these sound like they were engineered by a rookie edm guy. They're narrow, cut at 200hz, and have waaaaay too much upper mids and high end and waaaay too little dynamic range. I understand full well how difficult sound design is, I've been designing sounds for the better part of the last 20 years and engineering it for the last 10. I just don't understand how anyone at that studio can listen to say the Aston Martin Vanquish ( 1 of at least 500 ) 'n decide that is a viable product. All I want is for this visual feast to sound as good as it looks. There are some examples of great sound design, but the majority are just awful and need to be updated. The response we got in the last stream just does not give any sign of hope. The least they can do is take the sounds from the recent FM7 update and port those over. I know this can be done cos that's where some of these FH4 sound updates came from ( R34 for example ). So go grab all those FM7 updates and toss them in here. There's NO reason these 2 sister titles should sound any different other than the environment. Make them sound the same, just make each do different things. FM for track days, and FH for everything else.
So again, I say that all we got from the last stream talking about audio was excuses. IT'S SO HARD. Well, give the job to someone who is passionate enough to do the job right then. At the very least make effort to fix the issues that are there. Don't just shrug us off like we're a buncha idiots who don't know audio.
I couldn’t tell from the video what microphones where used. I saw some long range microphones but I don’t know what they used for the cabin, the exhaust, or the engine. (Looks like a long range on the exhaust of the viper).
I just listened to the whole audio segment, and there’s a lot of stuff in there that you guys are missing out on. I don’t know the guys name (the guy with the glasses), but he definitely proficient in audio.
He starts off talking about finding the right cars which is the main thing about getting the desired sound. The instrument constitutes for half of the recording. He then talks a lot about the mic’ing process which is the second most important part about getting the sounds. He talks about mic position which is how to get the desired sound without having to touch the EQ. This plays a role in imaging (frequency is registered on the vertical axis). He brought up the fact that the mics used on the exhaust were getting proximity effect which means these mics are probably dynamic. They had to eq out 2-300 Hz which is where the saturation (fullness of sound) is. They still have the engine note, there’s just no “fullness of sound,” that’s being complained about due to the mics being used. Too much low mid proximity effect masks the engine note. I haven’t looked at microphones in a while but I don’t think that there are any wireless large diaphragm condenser microphones to get rid of the proximity effect. All the while keeping the saturation or fullness of sound (which is there for me). This would be a problem for any game trying to capture car sounds. It constitutes for 10 percent of the recording which isn’t much but it does apply to all game engineers. Mic placement is more important than EQ’ing which is why he talks a lot about the recording of the sounds on the stream. They had to take into context the placement of the microphones around the sound source in order to avoid washing out certain frequencies. He also talks about getting rid of the noise that the exhaust produces at high rpms. This is due to the amount of air that was blowing into the microphone from the fast moving exhaust gases.
There’s a lot in there man. Hoops they had to jump through, decibel restrictions, finding a smooth airstrip etc.
He get’s into granular synthesis (post #27) which is really really cool. He’s definitely a good sound guy, sound design is very interesting topic. It’s a must know for a professional engineer or producer.
Edited by user Saturday, May 18, 2019 12:29:24 AM(UTC)
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