FMOD internal sound engine - devs, please check this

Discussion in 'Wish Lists' started by BerScott, Jan 9, 2014.

  1. BerScott

    BerScott Registered

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    I think FMOD is actually easy to implement, all depends if devs are willing to make the step. Actually FMOD has been used in the last racing game titles. As said it has been brilliantly implemented in Forza and the Need for Speed series. And yes, I think too that AC sounds are not so well done, but that is cause AC is a one-legged product that has been released enough quickly to get christmass sales.

    Yes, FMOD works with WAV files, not sure what kind of bitrate and so, I'm not a sound specialist, but I use to work my mods with AmplifiedNL who has some nice skills for sound production, he add 3D effects just with phase effects and he use to work with convultion reverbs that add lot of realism, not to mention that he actually does brilliant mixes. His sounds are simply amazing. You can check some of his work in the AC forum, just search for AmplifiedNL sounds, he also has a youtube channel. He has also made some sounds for the Shift 2 series.

    I agree with the raceroom sounds, them are the best right now, no doubt. But the FMOD management, as said here, depends on the sound engineer. I think there are a kind of post-processing effect external to the FMOD, but AFAIK FMOD allow some effects like reverb and so. From the PSX era I perfectly remember some games making awesome reverbs when the car was passing through a tunnel.

    About other things related to ISI, yes, they still need to pay attention to other important things, for example I consider important to give the final step and implement DX11. rF2 have night lighting and implement things like lights tilling in the carbody at night with real time reflections is just a challenge. As I've said before in this thread, I think this is just a suggestion to take in mind in the future. I'm absolutely no hurried about when could be added this feature, but would be nice to have it soon or later. I still think that rF2 is the king about physics, but graphics and sounds still are a pending subject for the times we are running.
     
  2. Emery

    Emery Registered

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    Which is no different than ISI's use of the Miles sound engine. Quality of sound samples and their mixing in the sound engine is more important than the sound engine being used.
     
  3. Promag

    Promag Registered

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    There is an unnatural rev up rev down in AC that bothers me. Let off the gas and it winds down like it has no power band. It's a linear arc, I don't get that feeling in rf2 or gsce or iracing. I kind of get that in r3e but it has so many layers that it kind of works. Personal observation.
     
  4. stonec

    stonec Registered

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    I don't think it's worth the time and effort doing it for rF2, perhaps for rF3. rF2 has many more obvious issues and the development relies on a couple of persons' effort. Plus existing ISI cars and mods compatibility would likely be an issue, rF2 has matured so much already.

    I wouldn't have known something like FMOD was ever done for AC if they hadn't told, the pre- and post-FMOD sounds were so close to identical to the average user.
     
  5. Promag

    Promag Registered

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    +1
     
  6. BerScott

    BerScott Registered

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    Could you explain with detail why? Could be interesting to see what are exactly the pros and cons of this.
     
  7. peterchen

    peterchen Registered

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    Serious question:
    What exactly does Miles sound-system not, that FMod does????
    All the things that where mentioned at OP´s post, are exactly like that in Miles!
    It has waves and the process/functionality is exactly the same! Not?
    If so, please tell me!

    I doubt that FMod is any other!

    There are basicly 2 ways to get sounds into game:
    1.) on sample-basis (what Miles and FMod does)
    2.) per generating it per CPU-power (impossible nowadays)
    Something I missed??

    So: -1 for OP
     
  8. lordpantsington

    lordpantsington Registered

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    FMOD allows you to put EQ/Effects on existing samples, thus reducing the need for separate samples for interior/exterior. It supports engine load as input condition in addition to on throttle/off throttle. FMOD's tools are publicly available, and easy to work with (I've used them to build RF sounds).

    Miles does what we need it to, and can sound good if your samples are good. I'm not sure either system can make up for crappy samples.

    Finding enough samples from a matching source was the hardest part of sound editing. Maybe people just don't want to do the work required for MSS, and want to rip out FMOD from other games? IDK, seems like a lot of belly aching for something that probably would have been implemented already if that is the direction ISI was considering.
     
  9. Promag

    Promag Registered

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    Does fmod do realtime eq and compression (FX) I did some testing on AC and across the spectrum, Kunos and modder content and there seems to be a huge, consistent compression across the board. My first impression is that kunos is doing an in game Q and comp that you can't get past. I am a long time engineer and I have been interested why all the sounds are so bad. I tried a windows based Q to see what's up and there was nothing there to EQ. It was just slammed against the wall. Where as Rf2 has very open, full spectrum range.
     
  10. BerScott

    BerScott Registered

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    I've added some of the FMOD features in the first post, if you read it you will get the answer.

    The main feature is to be able to add the number of wav files as you want. The miles sound engine has some limitations in terms of wav files, In FMOD you can add lot of wav files to have a more precise sound overlay between samples and pack it in one file. Another feature is the FMOD designer where you can work in the engine sounds and effects with precission, play with the doppler effect, etc.

    If I've proposed FMOD instead of Miles is for a logical reason. To say that FMOD is the same as Miles has no sense at all.

    Seriously, I don't understand why you guys are so reluctant about some suggestions about improvements that rFactor 2 needs for nowadays, it is really interesting how do you use to react, I've experienced just the same in AC forums making some other suggestions, for example, features that rF1 already has. I suggested the rF1 upgrades system for AC and some AC forum users have replied saying "that's not possible", "that's so complicated", "it's not necessary", "users will get confused (LOL)", "devs have other priorities", etc. Same as here. It is really curious how forum users speak like they have the words from the devs in their mouth (fingers).

    Please open your mind (a little bit), and take in mind the advantages.
     
    Last edited by a moderator: Jan 13, 2015
  11. Promag

    Promag Registered

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    My experience with FMOD is just listening so far. I looked at the program quickly but .I am interested only in RF2 at the moment so I don't want to take the time to delve too far into it. I have enough learning how Miles implements the files. Just listening to AC though I am just trying to figure out why all the sounds are so compressed, it can't be that every engineer listens that way. It might have all the bells and whistles but if the codec is bad, there is no point. I am not trying discount it I am just trying to figure out what's up with the lack dynamics.
     
    Last edited by a moderator: Jan 12, 2015
  12. BerScott

    BerScott Registered

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    I totally agree about the lack of sound spectrum in Assetto Corsa as I consider the game as a botched job in many aspects (specially for physics), not sure how they've implemented the FMOD system. As I've mentioned before, there are other games working with FMOD, like Forza Motorsports and Need for Speed series.

    I think that all depends on how devs implement it in the game. There are so many games working with FMOD actually and AFAIK it is easy to implement, there are some videos on youtube with guys implementing it in the unreal engine for example.
     
  13. Promag

    Promag Registered

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    Lol, I am just gonna give up trying to figure what is up with the Ac sound, I tried asking some guys over at the ac forum and all got was, what are you talking about this the greatest sound ever imagined. Lol , I learned nothing. :rolleyes: Thanks though, I'll try and spend a little time with FMOD and see what's up.
     
  14. BerScott

    BerScott Registered

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    Yup... it is plenty of fan boys. I laughted so hard when some users that claims AC as the best sim nowadays said that an upgrades system like rFactor is something really far away, complex and hard to implement. Fan boy logic.

    In order to not turn this to an offtopic I suggest you to play with the FMOD free software and check the possibilities, I should think that the main software don't have any frequencies limitation. For my side I've only played with the event player, as my friend use to work in the main projects and then he send me the event player files (the same as can be placed in games). You can get the FMOD files from games like Shift 2 and play with the event player if you are curious.
     
  15. Promag

    Promag Registered

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    You can open in game files with FMOD, they are not encrypted? That surprises me, I already have played with fmod, sample editor with linear sampler
     
  16. peterchen

    peterchen Registered

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    First: Thanks for the explanations!
    Second: Some thinking like "Everything is perfect in rF2 and nothing have to change" and other fanboyism is far beyond me!
    At the moment I´m in a kind of "love/hate"- relationship with rf2 - theres (too) much that annoys me.
    But I still can not believe that an other sample-based system does any wonders.
    It´s 95% about sample quality and how they are arranged and fitted.

    Obviously there must be the possibility to do post-effects in Miles too (what´s about the reverb when your near a guard-rail or in a tunnel?).

    Please, can you explain how the solution to the on-throttle, off-throttle problem is in Miles?
    When I understood you correctly, it´s the same WAV, but somehow filtered? And how?

    When external/internal sound is the same WAV and just filtered, that wouldn´t make much sense, because the sounds (can) vary that much
    that it would be unrealistic/incorrect!
    In external you have other soundsources than internal and vice versa. Intern the whole carbody works as a source that is stimulated by the engine and motion
    whereas the external sound comes mainly from exhaust.
    To use one sample for both - may it be filtered to death - is a step back!
     
  17. Woodee

    Woodee Registered

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    I thought there already was... at least it sounds like it when I am close to barriers.
     
  18. BerScott

    BerScott Registered

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    The rFactor sound engine can manage around 5 or 6 samples (don't remember right now) for each situation: on-throtle (in car and out car), off-throtle (in car and out car), incluiding idle. About 20/24 for the main engine sound.

    Actually the Miles system is not than bad, my point is that it is totally out to date. Anyway, it is not the main engine sound only, I'm talking about all sounds to be totally dynamic compared to the actual sound engine. The hability to make sound squeals more believable. I've driven the new NSX and the skid sounds are simply atrocious.
    Same happens with graphics. Even Assetto Corsa is a bit out dated in terms of graphics, there are many things that it doesn't support and lot of games from nowadays have incluided in their graphics engines. And no, it is not necessary to be a huge game company.


    Yes, rF2 has post-processing effects, it would be ridiculous if it didn't had a minimum post-processing effects.
     

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