The audio isn't perfect, but it's overall standard is pretty decent IMO.
To imply T10 don't care when they dyno the cars and have such a plethora of mic's around the car etc, even crashing some cars for more realistic crash audio etc is very odd indeed, if they didn't care, they'd just synth 99% of the cars and be done with it.. I agree the technical side of replay audio when the camera isn't inches from the car is it's weak point, but I'm glad their priority seems to be close field audio for when you are actually racing, I can live with some compromise in replays..
What I'm pleased about is they have stepped up the 'in-race' car audio for FM4, they have realised that people's expectations are quite far from reality, and they have discussed the licencing of audio filters that add more dynamism to the audio, giving the impression of being louder and angrier to appease people that insist on slightly OTT audio presentations.. Technically it'll be further from reality, but closer to expectations. It will be nice if they can address the replay audio to give a better rendition, but I think where FM stands out is that it's priority is in-race stuff, they don't seem too fussed about trying to compete with other games that are happy to have poor in-race elements and plough everything into the replays..
The part in bold shows you don't really comprehend the kind of effort behind that. It's far easier to entice someone over to the studios with the promise of featuring their car in the game and get recordings of it than to "synthesise" something from scratch!
I'm saying, if T10 cared about
audio as much as they did everything else (autovista...), they would have improved it - this is true of most games, so I perhaps was unfair. But: "In-race" has nothing to do with it. It'll still have that irritating stepping caused by the low-res audio control scheme no matter where you're sitting; many PC games have this, too (not LFS, incidentally.)
I understand what you're saying about "expectations", but why pander to such falsities? Don't they care that it's wrong? Is this really aimed at petrolheads, with added casual friendliness, or the other way around? They should be making it sound realistic (which does not mean boring) and exceeding expectations that way; leading a revolution instead of riding on NFS' coattails. Of course, that's harder to do, so they go with the easy money, which is what I meant by getting the Bizarre Creations peeps in. It's all well and good recording fantastic samples, it's what you do with them that counts. And it's nothing really to do with real-time limitations (replays would be
better than "in-race" if so), it's artistic direction (i.e. NFS copycat) and technical integration to account for that direction (i.e. low-fi audio control, no localisation reverb etc.).
And "not fussed about competing with other games"? Pull the other one, that was the primary aim of the series in the first place! I'm not going to complain about that attitude. I don't care; good for them, and doubly for us. But with Microsoft backing, T10 have the chance to do something
really special, and just throwing people at it who can "do good" isn't going to get the job done without the right kind of direction and artistic / technical cohesion. Licensing that distortion solution was a smart move, but its implementation is horrid - worse than NFS Shift - so it's money that should have been spent delivering "excellence", but it has just been thrown in with apparently no real thought behind
how it should be used.
Even the simplest changes could make one hell of a difference, if they weren't so seemingly keen on retaining a given workflow and precious lines of code. Doubling the rpm update rate for the audio engine would help, or supersampling the input with a low-pass filter <- so easy to do, yet so effective!
Still. It's early days yet, and I don't expect perfection, only continued improvement. Hopefully something changes before release, because I fear we're stuck in the '90s as far as sound is concerned...
(Funny, that FM3 clip sounds better than the FM4 preview; still annoying artifacts. Also, when the car is approaching the camera, the guttural-ness of the intake is lost due to the sample being pitch-shifted above its native range by the RPM level, and further shifted by the Doppler effect, because there are (near-)infra-sonic frequencies missing in the recording.)