Capturing Audio for Forza Motorsport 2

Let’s face it, the first thing that grip our senses when playing a videogame for the first time are stunning graphics. Games that have accurately reproduced visuals from real-life are always on top of our list. While we are too caught up with the visuals, one aspect of the game that gets less attention is the audio. Though it plays second fiddle to graphics, it still adds to the digitized reality that gamers are clamoring for. For games like Forza Motorsports 2, audio plays a crucial part in the simulation equation. And to the folks at Turn 10, the only way to accurately reproduce sights and sounds is to capture real-life data that would serve as a very useful resource to develop the game. Che Chou of Team Forza lets us in on the exhaustive process of recording and sampling audio from real-life cars on dynamometers around the country.

In a series of features under Turn 10 Dyno Spotlight, the team will share some insight into how certain aspects of game development works. First in the itinerary is a visit to dynamometer authority FAME Automotive to witness audio capturing from Eric Brannors’ race-spec 1988 BMW M6.

The first thing that comes to my mind is why go through all the process when they can easily record the car sounds in some other secluded place that won’t bother people while you rev up the engine in neutral. Audio content coordinator Mark Price explains:

As you know, a car sounds much different when it is under a load as opposed to just being revved up in neutral. For this reason we put the car under a load on a dyno, which gives a controlled environment that we can operate the engine under. We make our recordings at a steady rpm and holding that rpm for 10 seconds at full throttle under a full load. The end result is a captured sound file that’s consistent enough for our devs here to manipulate in-game.

forza1forza2
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Click on the Read link to get more of the action.

Let’s face it, the first thing that grip our senses when playing a videogame for the first time are stunning graphics. Games that have accurately reproduced visuals from real-life are always on top of our list. While we are too caught up with the visuals, one aspect of the game that gets less attention is the audio. Though it plays second fiddle to graphics, it still adds to the digitized reality that gamers are clamoring for. For games like Forza Motorsports 2, audio plays a crucial part in the simulation equation. And to the folks at Turn 10, the only way to accurately reproduce sights and sounds is to capture real-life data that would serve as a very useful resource to develop the game. Che Chou of Team Forza lets us in on the exhaustive process of recording and sampling audio from real-life cars on dynamometers around the country.

In a series of features under Turn 10 Dyno Spotlight, the team will share some insight into how certain aspects of game development works. First in the itinerary is a visit to dynamometer authority FAME Automotive to witness audio capturing from Eric Brannors’ race-spec 1988 BMW M6.

The first thing that comes to my mind is why go through all the process when they can easily record the car sounds in some other secluded place that won’t bother people while you rev up the engine in neutral. Audio content coordinator Mark Price explains:

As you know, a car sounds much different when it is under a load as opposed to just being revved up in neutral. For this reason we put the car under a load on a dyno, which gives a controlled environment that we can operate the engine under. We make our recordings at a steady rpm and holding that rpm for 10 seconds at full throttle under a full load. The end result is a captured sound file that’s consistent enough for our devs here to manipulate in-game.

forza1forza2
forza4forza5


Click on the Read link to get more of the action.

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