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 🙏
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
Some electric BMWs do the same on the literal automobile, too. It’s an EV that sounds like a high performance ICE both inside and outside the car.
Nowadays, it is exactly as complex as it sounds. There is a ton of blending, pitch and playrate tweaking, separate modifiers for current rpm and how much the accelerator is currently depressed. And yeah, like hundreds of recorded samples from the real car when possible, or a similar sounding car when not possible.
We are probably on the verge of getting to a point where a rough simulation might soon be able to take over for this process. It won’t sound as good for a while still, but it will be cheaper and faster soon. And as time goes on, it’ll get close enough to sounding right while continuing to decrease in cost and time taken to a point where it’ll be the only way to do it eventually
I’m not sure about Forza, but check out This guy. He makes out great engine simulation sounds that are close to real life counter parts
Wow this is really cool. Thanks
There is also a one man wonder effort to improve the sound work of simulated engines by “simply” simulating the flow of air https://www.youtube.com/watch?v=J11c8mMN1PA
Different studios take different approaches, I know when Polyphony digital was making Gran Turismo 7 they dramatically changed how they were doing audio by actually bringing the real cars into a dedicated recording studio. This isn’t the video I saw a few years ago, but it’s similar.
To my knowledge they may have been (still?) the only studio doing it this way.