AudioFX: GPU calculated acoustics based on actual car model used in the game.

  • Thread starter Thread starter teo72
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This is something Kaz himself have talked about. This entails that if a car changes specs due to upgrading and/or tuning then sound would be affected realistically. This is also something the PS4 have hardware support for. Then we might have the sound quality we all crave for...

To explain what I mean by AudioFX: audio acoustically calculated realisically based on what you have done to the car, and the current shape of the internal and external layout of the car. For example sound from the engine could be simulated bouncing virtually around inside and outside the car, hitting different surfaces and materials along the way, and the GPU can then calculate how it should sound based on that data.

All parts added or removed from a car should change the sound when you drive the car.
Remove interior and race mod the car and the in-car sounds from the engine and other parts should be louder and sound raw'er and more brutal like a proper race car. Add a turbo and proper turbo sounds should be audioble. Change gear ratios and the engine should rev differently to accuratly reflect your settings and so on. Set up an engine wrong and that should reflected in the way it sounds. This can help a player when dialing in car settings.

This AudioFX have already been used in several games. Battlefield 4 and Killzone shadowfall, to accuratly calculate and add realistic acoustics.
 
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...............I don't understand what OP wants exactly - like, as an example, add a racing exhaust and the sound changes, that sorta thing? But isn't it in the game already? :confused:
Or you meant something like "do weight reduction stage 3 and interior sound become louder" kinda thing??
 
I interpret physics based audio as telemetry based audio like Simvibe on the PC which enable you to get a stronger and purer signal to tactile transducers (e.g. ButtKickers or Aura Pro's). The chassis mode gives you tactile feedback on each tyres level of grip and the extension mode gives you engine vibration etc.

However, this may not be what the OP means.

We have the movable microphone position which is a welcome improvement and in some cases enables you to get a good sound regardless of viewing option, but I think we really need adjustable levels for the different effect components within the sound - I would like to be able to turn up the volume of my engine and turn down the volume of the engine of other cars on the track as these are often too loud. Also be able to reduce the level of wind noise which in some cases is very loud in relation to engine volume.

Ability to adjust levels of sound effects independantly has already been suggested and deserves support as it would help everyone.

I think all would agree with the Op that we want the sound to accurately reflect the modifications carried out - a race exhaust should sound like a race exhaust - not like an engine with a different number of cylinders! Also I would expect lightening a car to have an effect on volume as JKgo has said - it should make it sound like all the sound deadening and interior trim has been stripped out.
 
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