The rear speakers don't work in rf2. They seem to momentarily work in the pit lane and then stop. I've tested my system with every other App the sound output is good. Is there a fix, or is this just another rf2 bug on the list.
Yes, same problem here for years. I have Z906 speakers and I need to turn on 3D or 4.1 emulation on the speaker panel, at least to have sound through all speakers.
rF2 never supported multichannel audio properly. The only thing you hear from your rear speakers are reverberations. Maybe S397 will have the time to give the sound engine a proper update.
We can see the potential based on what Reiza has done with AMS sounds; very effective use of surround and even in headphones, it's really good.
This is correct, Surround Sound implementation is something ISI never did even though it was requested quite a few times years ago (not sure of Studio397s plans, will ask!). When I had my 5.1 Speaker setup on my rig I had the Reverb coming out the Rear speakers which was cool.
I hope to read some relative to sounds in the next january roadmap update. I´m bored to listen the same sounds since we driven the Sarthe 24hrs at simracing.org 10 years ago. Eh Marcel?...
Mmmm, after so many months without running rF2 and checking this forums I was hoping to see some progress in 5.1 sound department... I hope they will improve that soon...
It is finally time to take care of a better sound. The sound is not bad, but not very good either. Compared to assetto corsa, whose sound is really awesome, one can only wish rF2 that they really catch up here. The sound of a real racing simulation must also sound real. There are too big differences between the individual cars. One car sounds great, the other rather lukewarm or like a vacuum cleaner! Example GTE, the Porsche RSR sounds like stepped on the tail, but the C7 very well. Check out the RSR at Corsa, wonderful! Hey 397, we have 2020 now ... something has to go.
It's not enough to have a capable sound engine in a game. The results are only as good as the developers are capable in sourcing & crafting quality samples, using proper triggers, setting parameters, etc. For example: AC / ACC and ProjectCars2 all use F-mod for the game audio but, the results are quite different if compared. In early AC development, KS produced very mixed audio results. It wasn't until later in AC's development where KS went through some deep re-integration and updating of the F-mod audio system where they started to achieve better results. With ACC, we can hear the results of the developers efforts to further refine their audio implementation by sourcing better sound recordings, creating better samples, and improving their use of the engine being used. Pcars2 (SMS) is using the same audio engine but, with less consistency and more hit or miss results. It shows a lack of refinement and development, and perhaps, some limitations imposed by the multi-platform nature of that title. It actually seems to be a bit sloppy by comparison. Still, some of the most exciting racing-game audio I've heard can be found in some car mod's made from RL audio video footage, by non-professional audio hobbyists with a passion for exciting audio. It seems to me, there should be more gains to be made in Racing-sim audio, it just needs someone with drive and a passion for audio.
Any updates on surround sound? This is seriously lacking and is far less immersive than the competing sims .