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 🙏

  • Tarquinn2049@lemmy.world
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    4 days ago

    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