For example in forza, the game plays engine sounds based on how much we press the button. Are there different sequences of clips ? If yes how do they blend so well ? Or are they synthesized dynamically ?

There are so many parts to it as well - when the gear shifts, when you suddenly slow down at high speed, when you suddenly accelerate from stop. They all seem very realistic.

Edit: Thanks for the great answers everyone 🙏

  • otacon239@feddit.de
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    5 months ago

    Most older games will have 2-3 engine loops that they will blend between and pitch accordingly, however Forza 5 specifically was the first in the series to use granular synthesis which is a much more modern approach.

    These will have a series of sound files including all the different parts of the engine, exhaust, turbo, etc. Then the software slices these files into tons of pieces in real-time and plays the slices based on the players inputs.

    It’s tricky to explain without examples, so here’s a video that does a decent job of explaining how it works in music: https://youtu.be/ftDLRYnRYZQ?si=SEHOl55K7rimi4Eu

  • Cagi@lemmy.ca
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    5 months ago

    I remember exploring the Road Rash files as a kid and each bike sound was a single short click that just repeated rapidly. Times have changed.