Assetto Corsa V1.9 Sound Preview Video

Paul Jeffrey

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Assetto Corsa Lamborghini Huracan GT3.jpg

Kunos Simulazioni's Sound Designer and Official Technical Support officer Luca Sodano has shared a pretty epic new video, showcasing the work in progress sound update to Assetto Corsa, due to form part of the next major patch for the title.


Coming in at just over five minutes in length, Sodano shows off the impressive improvements made with the Fmod tool across a number of cars. The video (seen below) takes in a on-board and replay cam footage of the Lamborghini Huracan GT3 around the legendary Nurburgring Nordschleife circuit.

Assetto Corsa (beta) - Fmod 1.08.12 internal testing (WIP) - AI cars Video

The video, shot as an audio level peak test during internal testing for the new build, features 23 AI cars and achieves a 15 % Fmod usage average percentage, peaking at a maximum of 24%.

Audio in Assetto Corsa has come in for criticism from some corners of the community, with some players even going so far as to create their own Fmod sound packs to download. One such pack, made by well know community member Fonsecker, covers no less than 35 cars across three releases, creating a must have package for many Assetto Corsa players (download here). However the team over at Kunos have been working hard to address some of the know weaker areas of the audio experience in recent builds, and the new preview once again shows some impressive progress. Still not quite on the level of acknowledged industry leaders RaceRoom Racing Experience, the new preview does offer up a considerable improvement over the current offerings from the studio.

Release date for the latest build of Assetto Corsa has not yet been confirmed by the studio, however stay tuned to RaceDepartment for all the news as it happens...

The Assetto Corsa sub forum at RaceDepartment is the best source of mods for the sim. Check out our substantial archive, take part in the Modding Discussion forum, join the discussion and consume the latest news. If that isn't enough, head over to the Racing Clubs and Leagues section to find yourself some epic online racing!

Looking forward to the sound update? How do you think AC compares to its rivals in the sound department? Let us know in the comments section below!
 
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A bit better but the focus really needs to be on in-car for me and i'd like to hear more than just the lambo. In real life you hear a lot of the pops and the bangs. I'd like to see more focus there. Some cars that do have these pops seem a bit muted or muffled.

There was an interview with a (V8)Supercars driver a while ago where he was asked about the backfire "gunshot" sound and his response was "you don't really hear them from the cockpit that much". Yet, speaking from experience, to stand at the bottom of Mountain Straight (Bathurst) the Gunshot Backfire is incredibly loud! So for me if it's muffled somewhat in car that's realistic, Camera views though it does need to be loud....very loud!
 
Well said its the worst community toxic beyond recovery, no wonder ISI abandoned rFactor2, and sold it to a company that has never created a single game, yet their community are excited over a no name company thinking they are going to resurrect a dead game.
That's not true. Marcel and his team worked on AMS for what I know, and that turned out ok, even though it's another isiMotor2 game.
 
That's not true. Marcel and his team worked on AMS for what I know, and that turned out ok, even though it's another isiMotor2 game.

They worked with Reiza much the same way Marcel worked with ISI for a couple of years before the recent Partnership announcement, people will find holes to pick no matter what ISI do or don't do!
 
i think its a huge step in the right direction. sound was one of the weakest links of the sim and this is coming from a guy who love, love, loves AC. I can only hear it getting better as they progress and look forward to future updates of it. I too need to hear some more cackle and pops pulling up on the accelerator and downshifting, but again otherwise very good improvements from what I can gain from the video.
 
There was an interview with a (V8)Supercars driver a while ago where he was asked about the backfire "gunshot" sound and his response was "you don't really hear them from the cockpit that much". Yet, speaking from experience, to stand at the bottom of Mountain Straight (Bathurst) the Gunshot Backfire is incredibly loud! So for me if it's muffled somewhat in car that's realistic, Camera views though it does need to be loud....very loud!

Probably a lot of difference between cars. Regarding the F-Type V8, the backfire sounds like you got a .50cal in your trunk, shooting. It is easily 20 dB (wouldn't be amazed if it is 30) louder then the normal engine sound. In addition, i got a pretty loud engine myself, but when an F-Type drives in front of me, while revving up or backfiring, you can't hear anything else (own engine sound, other cars, stereo :roflmao: )
Of course a racecar has much louder engine sound, so the difference might be not as recognizable
 
Then I am done with AC. Why break the game just for a mediocre sound improvement?

What kind of flusterchuck are they creating that has no consistency for the mod community.

I am about 100 hours into a C5 Corvette mod... using lots of access to real data, cars, experience and custom made and purchased 3D models as well as multiple engine type recordings (LS6, LS7 modes, roots blower, centrifugal blower, stock pipes, long tube headers, Borla exhaust, Billy Boats, Corsa. But if Kunos is going to keep breaking the core game why bother?

Although to be honest, as I have been working with real chassis data I have noticed that the AC physics engine is very very very far from being a real representation of real world physics using real world chassis data.

I have had to alter the chassis layout of the C5 Corvette just to match the bizarre behaviour of the AC physics engine. Then when I make well documented changes to the setup the AC car does not behave the way real cars do.
Bye.
 
Seriously, how much effort does it cost to recompile your project with the latest FMOD studio. You have 3 weeks of time before the update gets released. I can't see the need for all your drama really.
Good luck with learning the rF2 modding pipeline.

Well seanydburg it sucks for someone like me who has collected and homogenized preview pics, arranged by bhp in the json files, and fixed sounds flames physics etc. to over 750 mod cars which are currently in my collection. I am not a modder myself I am only a user, and I think that makes my point even more, people who play and can't mod will be the ones to stop playing when they're giant collections become useless for a small audio update, im looking at a huge amount of repeat work to fix these mods that shouldn't break. I will do it because i enjoy the game though :p :p :p
 
Well seanydburg it sucks for someone like me who has collected and homogenized preview pics, arranged by bhp in the json files, and fixed sounds flames physics etc. to over 750 mod cars which are currently in my collection. I am not a modder myself I am only a user, and I think that makes my point even more, people who play and can't mod will be the ones to stop playing when they're giant collections become useless for a small audio update, im looking at a huge amount of repeat work to fix these mods that shouldn't break. I will do it because i enjoy the game though :p :p :p
That's really silly. As long as the game still receives patches and support it's still in active development and modders have the responsibility to implement the updates and improvements, that they and the players all want, to ensure it still works. It's not the developer's fault if people can't be arsed to do that. You can only make things backwards-compatible to a point. If people play mods that break and stop getting updated then bug the modders about it, not complain about the devs. If you want no mod-breaking updates then play a game that receives no support anymore or maintain an older version of the software.

Btw., I highly doubt all of those 750 car mods are scratchmade with realistic physics data and really worth your effort.
 
to say that AC sounds are bad is wrong in my opinion but there are indeed some nice improvements, especially the outdoor cameras and flybys, they seem to be much more alive and dynamic :)
 
This is an easy 5 minute fix update that should have been setup right from the start.

It is just a changed parameter settings that is corrected to a more real life distance attenuation value that correlates to the right size of the 'base sound location' in meters. Hence why now all of a sudden there is more 'stereo' and you can hear there cars around you and hear it move left to right in the replay cam.

Because of this adjustment the base sound is not 15 meters wide or so. This filled your whole stereo field when a car was near you making it 'mono' while in reality it was just setup to big. Also some sounds not being stereo has to do with them wrongly setting up the 5.1 settings narrowing the stereo field down to something like 30 degrees.

The oncoming sound difference is an adjustment in the Doppler scale and adding a frequency falloff that comes in sooner in the distance.

All in all this is easy to do and applicable to every car, and should not have taken this long to figure out and process.
And you know that the FMOD update is just what they show in the video and nothing else, how?

Facepalm a la grande.

EDIT: That goes for everyone else who keep saying this is a minor update but really knows nothing about it. Of course we know you dont know jack s**t, you just want to typically spew crap over the title per usual.
 
And you know that the FMOD update is just what they show in the video and nothing else, how?

Facepalm a la grande.

EDIT: That goes for everyone else who keep saying this is a minor update but really knows nothing about it. Of course we know you dont know jack s**t, you just want to typically spew crap over the title per usual.
With all due respect Alex, not everyone is a beta tester and has the inside line on everything.
 
people who play and can't mod will be the ones to stop playing when they're giant collections become useless for a small audio update,

I don't mod but I don't plan on stopping playing just because a sound update breaks some mod cars. I'm not thrilled about having to wait for them to be updated and then having to redownload them but it's not a huge issue, certainly not worth quitting the game over. Of course I don't have 750 mod cars either, I've only come across maybe a 10-12 that are worth having.
 

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