Tire sounds

Discussion in 'General Discussion' started by Kknorpp001, Oct 25, 2012.

  1. Kknorpp001

    Kknorpp001 Banned

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    Trust me I love rf2. But damnit what is the freaking deal with the ****ty tire sounds on Clio, Megane and Nissans? Don't act like you don't know what I'm talking about. Just listen to Spark F1 tire sounds and you'll know what tires are supposed to sound like. So what's the deal and if you don't understand what I'm saying then no need to reply. Thanks.

    PS - Think sandpaper....
     
  2. osella

    osella Registered

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    I dont like those sounds too much either but the fact is they shouldn't sound the same as Spark F1 tyres, modern race tyres squal very different from old cars.
     
  3. kaptainkremmen

    kaptainkremmen Registered

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    Have your tyre sounds got quieter in this build? I've cranked them right up but still can't hear them as well as in 107 with lower levels.
     
  4. Kknorpp001

    Kknorpp001 Banned

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    I agree with you osella and you're right regarding compounds and I should have used a modern example for a contrast/example. But the fact remains that tires sound like sandpaper and I justcan't get over it. It's a shame because these mods are pretty good but sounds just completely prevent me from being immersed and also quite bother me also that they suck so bad. i'd like to come at the subject from the angle of how did ISI come up with these sounds? Are they actually recorded sounds from real modern tires? If so, then does that mean that AC does NOT use real recorded sounds? It seems like a really great opportunity for massive improvement in immersion for very little investment when compared to graphics engine and 3d models and such. Maybe someone explain so I understand better but my impression is that ISI cuts corners (no pun) with tire sounds and that is truly tragic as for me tire sounds are a very large part of the overall experience. In fact for me I would trade graphics for great tire sound any day and will likely replace the sounds on these cars but others may not bother and worse may judge rf2 by these horrible sounds and just be another reason to stay with AC.
     
  5. Kknorpp001

    Kknorpp001 Banned

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    I don't remember if tire sound specific volume was always a choice in the UI, but now what I am running is 50% engine volume and 200% tire volume and also cranked up volume multiplier in PLR file.
     
  6. Gearjammer

    Gearjammer Registered

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    You would be surprised at how much you can invest in acquiring audio data for tire sounds. Think of it this way, you want the best possible sounds and you want what you would normally hear inside the car as well as outside the car as listened to from the crowd. inside the car you have to consider that everything is going through a helmet. This will muffle the sound a little.

    To truely acquire the sound you would need to place recording devices inside the helmet while it is being worn so that normal muffling will occur. You would also need to isolate the sound to where you were just getting tire and not engine, brakes crowd etc. To do this might require that some expensive equipment be used to simulate the tire sliding across different surfaces as well as tires on the verge of sliding.

    After that, you would then need to acquire the sounds as heard by the crowds. Again you would need to isolate the sound, but there would be no direct muffling involved. You would however need to adjust sound depending on if the car was coming at you or going away from you as the car body would be a little bit of a muffler as well as the echo you would have to take into account from the environment.

    Professional recorders would normally place several mics around the tire area while it was being driven and then modify the sound to where it appeared to be correct. The professionals have equipment that can separate the sound based on a number of parameters to get near clear audio of what they want. They then change the sound wave to achieve the results.

    All of this takes time and it takes money, so not really a cheap thing to do. You would need to do this with different cars and different tires to have a large sample to work from.

    Of course it is possible to synthesize the sound if your ear is good enough to get the pitch, rise and sustain proper for each condition.
     
  7. kaptainkremmen

    kaptainkremmen Registered

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    Many drivers wear ear plugs too. Haven't noticed much wind noise in the cockpit either.
     
  8. osella

    osella Registered

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    Regarding tyre volume, I would also prefer much much louder, despite this actually being unrelistic because I read in modern GT cars you almost dont hear the tyres, just the engine. The thing is you dont need to hear them as much in real because you feel the forces with your whole body so in motionless sims the tyre squeal can replace some of that feel. In rf1 I increased manually tyre volume on many mods, this cant be done in rf2 without breaking the mod so hopefully the ingame slider will allow high volume-
     
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  9. Kknorpp001

    Kknorpp001 Banned

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    This all makes sense to me but not justification for simply rubbing two pieces of sandpaper together. I don't know what specific tires sound like exactly but I know it's not sandpaper.
     
  10. Knight of Redemption

    Knight of Redemption Registered

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    The only real expense is time, as a sound engineer I have some knowledge and experience of capturing audio and recording through to production. Okay this is a little specialised but the kit and skills are the same.
     
  11. Kknorpp001

    Kknorpp001 Banned

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    Yes I believe the slider works and u also have the skidding and scrubbing volume multipliers in the plr file.
     
  12. Gearjammer

    Gearjammer Registered

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    Every tire and every car I am sure make different sounds depending on how much scrub you hear from the tires. I have never been around cars with really wide tires like the 2012 F2 cars, so have no clue what those would sound like. To be honest I haven't even been around a real race in years, hehehe.
     
  13. osella

    osella Registered

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    Thanks, I didn't realize/forget about these params! No need to change cars .sfx then, cool.
     
  14. KeiKei

    KeiKei Registered

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    Exactly. Even though I hate anything that makes things unrealistic in sims BUT tire sounds and field of view are exceptions. Both "problems" exist because there are no devices to give proper feedback or experience well enough. OK, there might be good enough display systems but those are currently way too expensive at least for my wallet. So we need to compensate. Unrealistic FOV has been proven to be working solution over the years and proper tire sounds can replace big part of missing G-forces and/or give feedback of tires being close to limit.

    Some tire sounds in rF2 are excellent but some are quite the opposite. I think Clio is one of the worst - just scrubbing (sand paper) and hardly any squealing. It's very difficult to find the "sweet spot" and be on the limit. I've never heard Clio tire sounds in real life so they may be realistic in the sim but as I tried to justify earlier this is the place where one needs to make right choices. What I'm trying to say is to lose some realism to gain more realism. Choose the less evil from two evils.

    I've read that when someone loses his sight then his/her other senses gets sharpened over time - mostly hearing. I strongly believe tire sounds (and other sounds too) in sims are the kind of feedback our brains can easily use to replace missing G-forces, sense of speed, etc. Now that I mentioned speed... Well, actually there is a third thing I'd like to be overdone and that's the wind sound. Not the wind blowing in trees of course but the air flowing around your car/helmet when going fast. When I tested iRacing the first difference I noticed between it and rF2 was wind sound. It may be unrealistic to be that loud but man it created strong immersion of going fast! rF2 head shaking is also great in this area but only to a certain (personal) limit - when going over it turns against itself and possible prevents further gaming on some persons. So by overdoing wind sounds the extreme head shaking could be limited without losing the immersion of terrifying speed.

    By the way I actually once experienced this "senses getting sharpened" thing. I bought the rF2 and drove it every single day for two weeks in a row or so. And not just hour or two but more like 10 hours per day. :) Well, two weeks went by not leaving the house. So I finally went out and hopped into my car. And it was a bizarre experience! Felt like the car was wobbling around like crazy. I was absolutely sure my girlfriend had crashed it into some kerbstone so steering geometry is all fu***d up or some wheel is about to drop off. So I stopped the car and checked things. Nothing was loose and everything seemed to be in order. So I was confused, continued driving and started to analyze things. Everything felt amplified and weird. It was kind of like walking on land after a long boat-trip to ocean when you feel earth moving under your feet up and down - left and right - back and forth. It felt that stupid really! And only thing I could think of was that I must have been so deeply adapted to rF2 that my "motion-senses" had become overly sensitive (brains trying to adapt to weak/zero motion feedback). And no, there is no "cocaine is a helluva drug" or "all mushrooms are eatable" here. :)

    Oh and I believe it was the same period when had this odd vision thing after using Real Head Motion plugin for long period of time and then changing back to original ISI head movement. With Real Head Motion 1 plugin when you jump onto brakes your virtual head tilts forward and you have to raise your eyes to keep your vision level. I got so adapted to this behaviour that after moving back to original ISI's functionality my eyes looked up into the blue sky every single time I touched the brake pedal. I think you can imagine how stupid that felt too! :)

    So I think brains have amazing capabilities for adaptation when they get proper feedback to adapt to.

    "I reject your reality and substitute my own" - Adam Savage (or was it ISI/rF2? :))
     
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  15. kaptainkremmen

    kaptainkremmen Registered

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    +1 Nice info, thanks. I hadn't thought to look there. Is there any info on how the numbers are calculated or their ranges? Or is it just a case trial and error?
    Vehicle Scrubbing VolMult="0.0000610352"
    Vehicle Skidding VolMult="0.0001220703"
    Vehicle Skidding FreqGrip="-0.25000"
    Vehicle Skidding FreqSpeed="0.00195"
    Vehicle Roadnoise VolSpeed="32.00000"
    Vehicle Roadnoise VolMult="0.0000050000"
    Vehicle Roadnoise FreqMin="0.80000"
    Vehicle Roadnoise FreqMult="0.00391"
     
  16. kro388th

    kro388th Registered

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    OMG the EXACT same thing has happend to me !! LMAO I sware I had a flat or thought maybe a shock blew out or somthing and pulled off the raod and checked everything in my little BMW ! haha.. it felt so wierd waving all over the road, or so it felt lol.. you have explaned it perfectly !

    are we freeks ? wait dont answere that ;-)

    got to get out more ...lol

    I do want to say that years back while working at a car dealership i was able to drive alot of cool cars including mustang shelby GT500's , Vets , 911 porsche's to name a few , we would take them out and romp them ! I mean we reely ROMPED pretty good ! hehe the boss's never knew ;-) I burnt alot of rubber and altho they dident have race rubber on them them I did notice squeel but less then one would think and more of the flat sandpapper sound I hear in rf2, with the exception of doing doughnuts in the shelby they were squeeling pretty good on that one heh .. no helmet to mute anything ...lol
     
    Last edited by a moderator: Oct 26, 2012
  17. KeiKei

    KeiKei Registered

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    Which by the way reminds me of a conversation I had few years ago with a plumber who was installing pipes to our house. We were having a nice chat and somehow conversation was getting more spiritual. So in some point he said: "There are only two mandatory things in life; dying and making choices". By thinking it through and obviously not arguing with the first statement I replied "but you can always live without making choices. Just go with the flow, you know". The plumber stopped what he was doing, stood quietly for a moment staring at distance with glazed eyes and monkey wrench in his hand and finally answered... "yes, but that's a choice too". :)
     
  18. osella

    osella Registered

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    I guess only Vehicle Scrubbing VolMult and Vehicle Skidding VolMult need to be changed, just try to double them and see, in theory should get exactly double volume. FreqGrip sounds like they have something to do with the amount of grip closer or further from limit, ie. when the tyres start to produce these sounds, no idea what Speed does, did anyone else played with these numbers yet?
     
  19. Kknorpp001

    Kknorpp001 Banned

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    For me just trial and error. I use 0.000350 for scrubbing and 0.000250 for skidding volume multiplier.
     
  20. kaptainkremmen

    kaptainkremmen Registered

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    OK thanks.
     

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