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Abstract: "Sound has always been an integral part of Formula One racing. The translation
of live and televised experiences to video games has taken this important feature of
racing into account, giving sound a prominent role in games. This prominence is
highlighted by experimentation with surround and spatial sound in racing games, which
alternates between high realism and cinematic exhilaration. This chapter explores the role
of sound in racing games, with a particular focus on the strong emphasis on surround
sound. Comparisons are drawn between the sonic aesthetics of television, live, simulation
and ludic experience with a particular focus on Formula One racing games."
We listen to the sound of your car at a minimum, while accelerating and while
running at full speed. We listen carefully to the sound of the engine. And we
wonder, isnt it turning too fast? Isnt this an engine that is crying out in protest?
No, this is the sound of an engine howling with joy. A sound that no composer
could reproduce, that no orchestra could play. A symphony of sound that brings
joy to the mind and a smile to the face. Letter to Ferrari, cited in Borgomeo 1997:
11718).
1
In 2014, Formula One racing underwent a major change. New regulations dictated the
end of unboosted 2.4-liter V8 engines that peaked at 18,000 rpm, and the introduction of
much quieter 1.6-liter V6 turbocharged engines, limited to 15,000 rpm. The move is
designed to reduce noise disturbance and environmental damage associated with the
motorsport, and to bring the technology closer in line to that of road vehicles (Caswell
2011). The exhaust-driven turbocharger will suppress some of the noise and lower the
overall frequency of the sound of Formula One cars. This change in engines most
notably the difference it will make to the sound of the sport has been much lamented
by racing fans and sports critics alike, as described by Sydney Morning Herald sports
The new configuration will radically alter the most elemental appeal of F1 the
acoustic assault that accentuates the cars speed as part of the sports biggest
technical shake-up in years... It will mean the end of the piercing wail emitted by
the engines since 1989, when the previous generation of turbo motors was
whooshing sound to the muffled mechanical snarl as the engine revs rise and fall.
While residents of Albert Park and surrounding areas will rejoice at the prospect
of the sound of the F1s being dialed down from 11 to perhaps eight or nine, racing
attraction, emphasising the sheer speed of the cars as they rocket from one corner
2
The sound is so important to the audience of motorsport many fans obsess over minute
details in engine audio. Various iPad applications like Crankcast Audios Rev and 2XL
Games XLR8 have been released that allow a user to interact with audio-based Formula
One car engines the apps consist of essentially just a few buttons and the sound,
putting all of the focus on the audio and countless video and audio recordings exist
Formula One engines have always been, and will remain, loud machines.
However, the sound has changed from what had been described as a symphony of
sound, to the new era of turbo-charged engines (or rather power units). Rob White, the
deputy managing director of Renaultsport F1, has explained that engine noise remains a
crucial component to the sound of the new power units (although the new sound is a
turbocharged noise, rather than a normally aspirated noise). White promised fans that
although the overall sound pressure level (so the perceived volume) is lower and the
nature of the sound reflects the new architecture . . . The engines remain high revving,
It is clear that the sound of Formula One is an integral part of the experience. For
racing spectators, there is nothing more thrilling than experiencing the sound of twenty-
two engines revving simultaneously on the start line in anticipation of the impending
race. The multisensory aspects of live racetracks attract many fanatics to fill large-
capacity racing circuits. The growing increase in number of circuits worldwide allows an
But being a live crowd participant is just one of several ways to experience the
thrills of fast cars racing for the coveted top spot on the podium. Many fans also
3
experience Formula One through television and video games, where surround sound is
often used to compensate for some of the loss of the multi-sensory aspects of live circuits.
While there has recently been growing interest in cinema surround sound (e.g. Sergi
2004; Manolas and Pauletto 2009; Kerins 2010; Atkinson 2011; Collins 2013), the
In many ways, video games have been a driving force in new approaches to
surround sound, as experiments with binaural, ambisonics and real 3D surround have
been fairly common interests of sound designers at game companies (see Tsingos et al.
2010; Heinen 2013). According to a survey of game players by Australian game company
Codemasters, about 90 percent felt that surround sound was important or very
important to game playing (Goodwin 2009). Bearing in mind that this data is now aging,
we can expect these numbers to be even higher today, since prices of surround sound
systems have dropped and quality of sound in games has improved. This does not mean,
however, that all players set up the surround system in the ways recommended by the
Formula One fans more generally, tend to be quite obsessive about the sound, as
described above, and we can expect many of them to have gone to the trouble of
calibrating surround sound setups. It is common for racing game fans to purchase
peripheral devices like steering wheels, pedals or racing seats to improve the playing
1
There are a few exceptions, including Stockburger (2003), Grimshaw (2007) and Kerins (2013).
4
experience. Likewise, we assume that the use of surround-sound loudspeakers is common
among hardcore fans (particularly since many racing seats include built-in speakers).2
the Formula One gaming experience. Formula One gaming represents a unique tension
between realism (simulation) and entertainment (games).3 On the one hand, the game
developers go to great lengths to provide fans with a realistic experience, while on the
other hand, this realism is often not a live simulation, but what Collins (2008: 134)
verisimilitude, within a fantasy world. The cine-real space of Formula One game sound
is one that combines an authentic simulation of the cars, with televisual presentation of
the races, and a cinematically designed emotional quality not experienced in either live or
television experiences. Here, we first explore the televisual presentation of Formula One,
explore the implementation of sound in the games, and the artistic license taken by sound
designers in presenting the auditory experience to listeners. We will show how surround
sound in racing games is a key element in the experience between the realism and fantasy
2
We could find no statistics on the number of players using peripherals, but judging by the
number available on the market and our own experience talking to fans of the games, we can
assume that many players use these devices. For an example of just how far fans will go to
enhance their experience, see the RSeat Gaming Seat (http://www.rseat.net/), which boasts fully
fibreglass and carbon steel adjustable seats with leather upholstery, racing wheel and shifter set,
Clubsport pedals, and speakers, for a price of $1500 US, not including the accessories. The price
and detail in the peripheral suggests a fanaticism not found in most types of games.
3
Formula One simulators are designed with much more strict realism in mind: see, for instance,
the F1 Driving Experience, which has a full-size Formula One replica car made with real parts.
Here, realism is emphasized in marketing material that promises the car is barely
indistinguishable from the real thing and most realistic experience you will ever get, apart from
if you are a Formula One driver (http://www.thef1drivingexperience.com/).
5
of racing games and an important component of the experience that the players have of
One of the most obvious sounds that you experience as a Formula One spectator is the
Doppler effect. The Doppler effect (the change in frequency of a sound as a moving
object, such as a vehicle approaches and passes) emphasizes the extreme speed and
power of the Formula One car. Watching the race from the stands or the trackside offers a
limited view of the road and cars, but an enhanced auditory field and sense of the smell
and sounds emanating from the cars as they approach and pass by. Spectators are treated
not just to the sound of the cars, but also to the pit-lane warning signals, crowd noises,
In contrast to the live experience, watching Formula One racing on television can
viewpoints and race analysis. Throughout the race weekend, the qualifying and race
sessions are transmitted, offering in-car perspectives, long shots of sections of the track
and close-ups of pit stops. This pre-race material, coupled with driver interviews,
commentary, and driver strategies, combines with data analysis (G-force, maximum
viewer of ongoing changes as the session develops, and is often presented as if the viewer
can see some of the drivers controls. Digital interactive television today offers the
viewer a choice between camera angles, such as on-board feeds for multiple drivers,
leaderboards, rolling highlights, pit channel, and driver trackers. Indeed, the amount of
6
controls on-screen (currently nine in Sky TVs mosaic viewing) has increased in the
past decade with the rise of digital television. Combined with the offering of the choice of
cameras (drivers now have a camera housing on top of an air box behind their heads,
facing them behind the wheel, on the wing mirrors, and nose cameras), the additional
announcers, pit reports and on-line reports from drivers, along with car noise (both
and the incorporation of microphone arrays inside crash helmets have greatly improved
on the performance of the older radio microphones used to transmit sound from inside the
vehicle, where the background noise can reach 140 dB.4 This higher-quality transmission
means that not only can the audience hear more of what is occurring inside the car, but
that the drivers engage in much more conversation with their crew while driving, as
In the past, drivers in a race spoke to their pit crews and team managers only
when they slowed down for difficult corners a quieter moment, perhaps, but
given the amount of driving skill needed to handle corners, a less than ideal time
for shop talk. With the [new] microphone array, drivers can now communicate
with members of the team at any point in the race (in Austen 2001).
4
The noise inside the race car is about the same as a 747 jet if youre 300 feet away (Austen
2001).
7
Cameras on the car, as well as on the track, also tend to have microphones
associated with them: for example, there are currently 160 audio signals that are mixed in
real time in the Italian broadcast of F1 (PSNEurope 2013). Thus, television viewers can
potentially hear inside the car, outside the car alongside the track, in the pit, in the
crowds, from announcers and from helicopters taking overhead shots. All of these
sounds are mixed live, with real-time envelope generators and digital signal processing
(DSP) effects to enhance the experience for the audience (Stevens 2011).
the live spectator and the Formula One driver. The multiple visual and auditory
perspectives available ensure that the audience receives a broad spectrum of the many
experiences associated with Formula One. And it is this broad perspective that is carried
over into racing games indeed, one significant distinction between a racing game and
Racing games have been common since the earliest days of video games The first racing
game, Gran Track 10, was released by Atari in 1974, along with a space-themed racer,
Space Race. Racing games remain extremely popular, and are often one of the few types
5
For a historical overview of racing game sound, and some excellent related resources, see
Kastbauer and Nichols (2012). We are indebted to Kastbauer and Nichols and the related Game
Audio Podcast (Kastbauer and Woldhek 2012) for much of this section.
8
Before we delve into surround sound in racing games, it is worth exploring in
general terms the use of sound in general in racing games. In the early days of games, the
sound of the car usually consisted of just a few sounds, synthesized with a simple
physics-based, in the sense that the real-world laws of gravity, scale, movement and
friction drive the sounds. Creative audio director Nick Wiswell explains the
complications with and level of detail required for implementing sound in racing games:
Most games require lots of one shot sounds for things like character movement,
footsteps, weapons, [voice over], world objects and object interactions etc. with a
ambience. With a racing game most of the objects in the game and making sounds
created from many layers of continuously changing sounds (in Nichols 2012a).
The sound of the car itself is the most important element to a racing game. Drivers listen
to the sound of the engine and tires for key information about their speed, driving tactics
or RPM. A driver will often memorize the pitch of the engine when its time to
shift, and will wait for the sound he or she hears to match with that in his or her
memory, and use that as a shift indicator (since rarely will the driver be looking at
the instrument panel). After a number of hours in the same car, a driver will also
know much of the harmonic content of the engines sound when its running at its
9
peak. The driver can use this to tell if the sound changes as a possible indicator of
a malfunction. For example, an oil leak will make things like valve tapping much
more clicky. A cylinder that is no longer firing will interrupt the fundamental
frequency. A good driver can use these sonic clues to help diagnose a failure even
before the car returns to the pits (Kastbauer and Nichols 2012).
The sound in a racing game today is thus never a single sound, or even a series of sounds
baked into one (cf. Wright, this volume). They are nearly always constructed of
multiple layers of effects that will alter depending on the players selections, actions and
the state of the car, driven by the physics, meaning at any one time there may be twenty
to forty different layers of audio making up the sound of the car (see Nichols 2012b).
Sound in racing games must also try to compensate for the loss of physical
(haptic) interaction with and feedback from the car in the virtual realm. Tire sound, in
particular, explains Forza sound designer Mike Cavieziel, is a very important part of the
game for us, as its a main source of feedback for the player while racing.
Real-life drivers can feel G forces to know when things are about to get loose, and
we use audio and rumble to help communicate that information in Forza. Weve
done numerous tire recording sessions, on numerous different surface types, to try
and cover the full range of grip and traction sounds that you need to really get
10
In fact, tire sounds have become a particularly important element of providing the player
with sonic feedback. The most recent development in racing games has been four-wheel
independent sound models, which allow players to hear that the front left tire is squealing
more than the rear right (e.g. Forza 3; GranTurismo 5; Shift 2: Unleashed). When
primarily through the corresponding surround location. Tire sounds can be a useful
substitute, in other words, for G force, with tire audio letting the player know when the
car is about to spin out. As Wiswell explains (in Kastbauer and Nichols 2012), in the
new tyre model, we have hundreds of different sounds and skids for each surface type.
He continues:
In fact, its more complex than the engine model overall because were
tracking lateral and longitudinal forces as well as the amount of load on each tyre
there are different sample sets for loaded/unloaded. As you go into a corner
and turn, one tyres being forced into the ground, while anothers being slightly
lifted off the surface and the sonic characteristics in each case are completely
A low-frequency howling also emanates from tires as they reach their grip limit:
When a driver, say, turns too fast, the amount of lateral static friction is exceeded
and the tire begins to slide It is therefore absolutely crucial that the driver can
distinguish exactly how close to that limit he or she is. In the real world, the driver
can feel his or her body (and by extension the car itself) shifting in all directions
11
and know from that whats going on with the tires. In the absence of physical
communication, sound fills the void in an auditory language the player can learn
through practice. That language mimics sounds that real tires make, but in general
are exaggerated in games. As the tire approaches the grip limit, the sound starts as
a lower-frequency hum or growl. This will get louder and hissier the closer to the
limit the tire is. When the tire exceeds the grip level, you hear the squeal
Despite the attempts to create such highly realistic sounds as independent tire
detail, there is, as mentioned above, also considerable artistic license in racing games.
Racing games are not realistic simulators of the driving experience. Although such
simulators exist and are in use by race teams to help drivers learn tracks, track metrics
and improve race times, games serve a different purpose: They are primarily
entertainment, and despite some of the attempts described above to create an accurate as
possible reproduction of the car, many sonic elements in the game are not realistic.
Physics-based, realistic sound is not always desired when it comes to representing real-
world acoustics: Although a few players may want sound to be as close to the real
experience as possible,6 for the most part sound is adjusted to ensure an entertaining
experience and to compensate for the loss of other sensory modalities. What matters in
the acoustic space, then, is not so much fidelity to a real-world event but, rather, an
6
As mentioned in the Game Audio Podcast special on racing games (Kastbauer and Woldhek
2012), one player wanted the sound to be as if heard by the driver, through earplugs, balaclava
and helmet!
12
sound can be faked, since nobody knows what it sounds like to stand behind a [car]
One aspect that is drawn from the real world is the, audio recordings are of the
vehicle chosen by the player, and close attention is paid to simulating actual sounds.
Often the sounds of the engine are recorded on a dynamometer, where sound recordists
can get the sound of the car from multiple microphones without any road sounds
interfering. With Formula One cars, though, the cost of the cars is prohibitively
expensive, and thus they are usually recorded while driving on the track, instead of being
put through the stresses required to record cars on a dyno, such as high rpm revving
(Kastbauer and Woldhek 2012). There is, however, some artistic license, particularly in
the use of distortion to give the car a larger, more powerful feel than the real thing: for
example, Forza 5 incorporated non-automotive sounds into the cars, such as human
screams in the tire screeches, and lion roars in the sound of the engine. Wiswell explains,
how can we use non-real-world sounds to deliver that experience at a primal level. Its
all sort of a psychoacoustics where certain sounds will evoke certain emotions in people
and mixing them at a level where its not necessarily audible but it still evokes that
There are some other distinct differences between racing games and their
simulator or real-life counterparts. Crowd noise, for instance, can often be heard in
racing games. The roar of the crowd as one passes the stands towards the finish line can
be an invigorating aspect of play. However, race-car drivers (at least, Formula One
drivers) cannot hear the sounds of the crowd over the noise of their own cars (Nichols
13
2012c) and thus strict simulation would make for a quite boring auditory experience for
players.
Most racing games do not have any kind of commentary track, unlike other sports
games. Many players do not want the commentary as they find it too distracting
(Kastbauer and Woldhek 2012). While football or other sports games may be equally
complex for the player in terms of the amount of on-screen content, in racing games, as
described above, it is particularly important to be listening to the sound of the car for key
and games is the presence of music. Drivers never use music when driving real Formula
One cars (or in simulators) and music is rarely used in television broadcasts during the
race. Studies have shown that driving ability in simulations and games decreases with the
presence of music. In particular, tempo influences driving speed and speed estimates
(Brodsky 2001; cf. North and Hargreaves 1999; Cassidy and Macdonald 2012). Many
games, however, use (or at least allow for) continuous background music. We suspect
that there are several reasons for this use of music. Firstly, the entertainment factor,
whereby playing for long stretches may not be as enjoyable without music. Secondly,
most of our real-life driving experience as players would be in our own cars with music
playing, and therefore music may be expected by the player. Thirdly, music may enhance
14
In Forza 5, released for the Xbox One in 2013, rather than use licensed music (as
is typical for racing games) the music is entirely procedurally generated based on factors
If youre towards the back we can dim it out, if youre towards the front we can
push it up. When youre out on your own we can alter the mix compared to when
youre in a dense pack. If you start to mess about and go the wrong way, we can
bring in some negative element. We even have an element where, as you hunt
down the guy in front, there's a sort of tension layer we build up, which releases
when you pass the other guy and starts up again as you get to the next car. (Evans-
Thirlwell, 2013)
This careful balance between matching an expected cine-real experience with that of the
actual experience is carried into the use of surround sound in racing games.
Surround sound offers key insights into how video games are designed, developed,
presented and played; yet it remains an overlooked element of video game studies. While
surround sound was designed originally for film, games today are driving the quest for
audio, with speakers above and below the commonly used plane of loudspeakers, has
been a subject of ongoing discussion for many years in the game audio subgroups of the
15
Audio Engineering Society and Interactive Audio Special Interest Group. Game console
maker Microsoft even filed a patent in 2012 designed to detect player position and adjust
that position so that the player is always in the sweet spot, indicating a high degree of
interest in creating an optimal listening environment for players (Flaks et al. 2012).
Binaural recording in games has also been a growing interest, with some game
development companies coming out with specially-designed binaural game engines (such
as the Papa Engine).7 Moreover, regular updates are made to the hardware and software
capabilities of games and their platforms to enhance the surround experience for players.
games: the technology used, the implementation of the sound, and the impact of sound on
Although racing games are certainly available on other devices, such as the iPad,
most racing game players invest considerable time and money into their systems, to play
on the most advanced console systems available (currently, and for the purposes of this
analysis, the Xbox360, XboxOne and Playstation 3 and PlayStation 4). Each of these
Surround sound playback varies greatly, and can depend on the players setup at
home, the environment that setup is in, and the decoding method (see below). Assuming
that the player is using loudspeakers (rather than virtual surround headphones) the
decoding method is perhaps the most important element in playback. The ways in which
7
See the Papa Engine homepage, http://papaengine.com/
8
The 5.1 standard surround sound system places three loudspeakers at the front (left, center and
right channels), and two in the rear (rear right, rear left), as well as one subwoofer (the .1). The
6.1 format adds a rear center loudspeaker, which improves localization and panning from front to
back. The 7.1 format varies widely, with more frontal speakers, two extra channels on the side or
rear, or even two at the front at a height above the other speakers, which commonly exist on a
horizontal plane.
16
the sound is distributed depends on the decoding system used. This means that what the
listener hears when they play a song mixed in stereo over their surround sound setup may
be very different from what the recording engineer heard in testing the stereo mix in the
channels are all unique in terms of the information they provide. Since 5.1 has six
channels of sound, there are six different signals being sent to the channels. A matrixed
system (such as Dolby Pro Logic) encodes extra information into a stereo signal and
recovers those channels through a mirror-image decoding. Many video games now use
matrixed surround sound. If the user only has a two-channel stereo system, the
information can still be played back, and amplitude adjustments and phasing is used to
re-create the original mix effect, and if the player has a decoder (Pro Logic or Pro Logic
II) it will play back as a surround mix. Moreover, if the player is playing a game that was
only mixed in stereo, the Pro Logic II system will guess where the sounds should be
routed and transform the sound into a surround mix. The problem with this approach is
that there is crosstalk between channels (meaning it is less discrete, with less accurate
localization). Game consoles therefore typically allow for both matrixed and discrete
mixing.
the most common are the Dolby and DTS standard 5.1 and 7.1 systems, but it is worth
also discussing ambisonics, since to date the most common use of ambisonic surround
has been used in racing games (notably those developed by Codemasters, who develop
the majority of major console racing titles such as the DiRT [2007] F1 [2009] and the
GRID [2008] series). Ambisonics consists of four channels of audio, but the outputs are
17
calibrated into a matrix designed to accommodate an unknown speaker setup (potentially
allowing for a nearly infinite number of speakers). In order to create this system,
Codemasters had to develop their own audio engine and use third-party software like
Sounds in games need to be mixed in terms of priority to the listener, often with
the prioritization of sound tied to the space (i.e. proximity: closer sounds being given
greater priority). The location of sounds, in other words, needs to be constantly updated
as the game is played. Commonly, surround sound is programmed into the game engine
middleware engines, such as Fmod or Wwise, which allow for considerable design
control without the need for the implementation specialist to also write much code. In the
graphical representation of the audio listener (player position). Both the actual position in
the virtual space and the distance from the listener must be taken into consideration in
order to create the auditory perspective, through attenuation (natural weakening of signal
tied to distance) and spatialization (the position within 3D world). Distance attenuation is
common, where the signal is simply attenuated based on the distance from the emitter.
Most 3D game engines have some form of attenuation cone (an algorithm reducing
attenuation of the audio file based on proximity and location) that can be used to simulate
the propagation of sound in a particular direction. Since many sound sources have a
defined facing angle, the sound will need to be attenuated or filtered at the back, so a
front and back source is defined in the engine. Attenuation cones can be specified,
allowing the designer to determine angles of attenuation (inner and outer angle
18
parameters) and the type of roll-off effect (as the volume attenuates), along with various
filters to alter the sound depending on distance, such as low-pass filters, amount of low
Most surround sound layouts have been designed with movies in mind, and for
various reasons these are not always the best setups for games. But since game
developers cannot expect game players to reconfigure their home theatre systems every
time they switch between playing a game and watching television, game sound has been
designed to work with existing systems. The front left and right channels are commonly
used for music and Foley sounds that might extend to the edges or off the screen (such as
footsteps, cars, etc.). The most important channel, however, is the center channel, which
is used for dialog and Foley, menu interface and player-generated sounds. The rear
channels (also known as the surrounds) add a sense of envelopment but may draw the
listeners attention away from the screen if there are discrete sounds placed in those
channels (sometimes called the exit sign effect see below), which in film is to be
avoided (cf. Wright, this volume) but can be a useful technique for games. In games,
discrete sounds can be placed in the surrounds to give the player a full 360-degree sonic
space.
SurroundSoundsImpactonthePlayer
Surround sound is, arguably, more important in video games than in film (depending of
course on the genre of the game). Studies have shown that surround sound is noticed by
19
players, improves their enjoyment of games, and has an impact on their ability to play
One of the key functions and effects of surround sound in games is to immerse
players in a virtual world through a sense of sonic envelopment. The term envelopment in
relation to spatial sound has been used to describe sometimes overlapping and even
contradictory concepts. Berg (2009) summarizes some of the ways in which it has been
used in the scientific literature to refer to: the sense of spaciousness; the subjective
immersion of the listener; the fullness of sound images around a listener; the sense of
being enveloped by reverberant sound; and the sense of being surrounded by sound. Here
we define envelopment as the sensation of being surrounded by sound and/or the feeling
of being inside a physical space (enveloped by) that sound (Berg suggests the term
a sense of presence (Rumsey 2002), which is to say, to reduce the sense of mediation
between audience and virtual space. Sound is thus responsible to a significant extent for
ability of the listener to locate the sound in the three-dimensional space around them.
person visual perspective. In the words of Kerins (2013), In 5.1-equipped FPS titles, this
approach to the sound design that pans all sounds around the 5.1 soundscape to
correspond with their position around the players avatar; for example, sounds that
20
originate in the diegetic world from somewhere behind and to the left of the avatar are
It is this aggressive approach to using the surround sound speakers for discrete
effects (spot sounds) that significantly distinguishes the use of surround in games from
that of film. The Exit Sign Effect refers to a phenomenon whereby with discrete
sounds placed in the rear surrounds, or any pans of fast-moving sounds that exited the left
or right screen boundaries would lead the viewers eye through the space to follow the
sound, away from the screen. For this reason, surround loudspeakers are not usually
given discrete sound information in films, because the surround sounds draw the viewers
attention away from the screen. But with games, the players attention need not
physically draw their vision towards the loudspeaker, because they can move their
character to look in the direction of the sound. In other words, the surround speakers may
in fact alter the ways in which they move the character or camera to attend to that sound
event. Typically the field of view in a first-person game is between 65 and 85 degrees
(Stevens and Raybould 2011, 90), meaning that the majority of the virtual space (that is,
the other 275-295) takes place through the sound, off-screen. Moreover, players are able
to de-acousmatize that space in other words, discover the source of the sounds that
ImplementationofSurroundSoundinRacingGames
There are many reasons for the use of surround sound in Formula One games. Perhaps
the most important is the ability of surround sound to employ low frequency effects
(LFE) through the subwoofer channel. LFE is particularly useful in creating a sense of
21
power and an added weight, which is especially important when attempting to recreate
the sound and feel of a powerful engine (cf. Hope 2007). The inability of human beings
to localize low frequency effects means that LFE tends to permeate around us, creating a
feeling of envelopment and immersion in the space.9 Moreover, LFE tends to physically
vibrate the air in a way that we can feel, creating a tactile feedback that, when the speaker
Surround sound systems are perhaps more realistic than two-channel stereo when
it comes to Formula One in particular, since actual F1 car engines are located behind the
driver, rather in front, and thus much of the noise of the car occurs behind the driver,
rather than the front, making the rear audio channels more important in creating a sense
of believable vehicular space. Surround sound can also be helpful in games where the
viewpoint is through the front windscreen without the benefit of wing mirrors, which
allows players to hear rather than see cars coming up from behind. Again, the rear
channels are particularly helpful in locating where other cars are in relation to the player
character.
sound propagation techniques to create the environment in which the car is driving.
may not have much in the way of reverberation from walls, on closed-in tracks such as
Monaco, the cars sounds bounce of tunnels, walls and buildings as the car proceeds.
9
Sounds with frequencies below about 2kHz have wavelengths longer than the distance between
our ears, and thus our brains cannot determine the location of the source, since our brains respond to
differences in sound between our left and right ears as a means to locate sounds.
22
dimensionality through reverberation off the walls not just beside but also in front,
behind and around the driver. Of course, merely being able to hear the sound outside the
car is another matter of artistic license, as described in a podcast on racing sound audio
by two game sound designers: If you were to strap yourself into a Formula 1 car with a
136dB engine right behind your head, and drive from an echoey stadium and then out to
open air, chances are you would never be able to hear the change in ambiance. However,
on quieter cars or in a 3rd person perspective, it becomes more appropriate that a change
in environment should have a similar change in sound (Kastbauer and Nichols 2012).
In most racing games, camera position can be selected by the player, who is
typically given a choice of several views. For example, the player can select the helmet
cam, a view from the back of the car, as well as a more zoomed-out version of that angle
and a camera angle from the front bumper of the car (on the hood). Often, we hear the
important sounds such as gear shifting as if we are in the car even when we are visually
above the car, behind the car, and so on. Logically speaking, behind the car we should
hear a lot of exhaust sound and none of the internal cues. But we dont. The auditory
position often remains regardless of visual position, or there are only minimal shifts in
the auditory perspective. In the words of Technical Sound Designer Damian Kastbauer,
It sounds to me like for most games, the nose cam and hood cam sound
identical. In games with multiple interiors like NFS Shift 2U, both interiors sound
the same. For games with multiple 3rd person views, both views sound the same.
This basically leaves all the games with 3 mixes to spread across all the views.
The games that transitioned from one view to the next like the F1 games were
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much more pleasant than the hard jumps when scrolling through, though this is a
feature I assume is rarely used as most gamers will find the view they like and
As above, we see here a balance between what is believable (the cine-real) versus what is
actually realistic. Player expectations and experience of Formula One through other
games and television experience clearly influence the design of the sound in the games.
Conclusions
Sound is an integral part of Formula One racing. The current debate about the 2014
change in engines is a clear indicator of how strongly fans of the motorsport feel about
the importance of the sound of Formula One. But beyond the visceral experience of being
a sonic spectator to racing, sound is a critical component of the drivers awareness of her
or his car and performance, indicating speed, faults, tire grip and gear shifting. Although
surround sound is critical to neither the live nor televised experience of Formula One, it is
As we have shown, Formula One racing games balance both the driver and
spectator experiences of racing, the televisual and the live experience, walking a tight
balance between realism and fantasy. Surround sound plays a key role in the feelings of
immersion and envelopment in the game, in the excitement and feeling of power
associated with driving a powerful vehicle, and perhaps most importantly, in providing
critical information about the environment and other drivers in racing games to the
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player. Without surround sound, the player lacks key information about where other cars
are located, which tires on their car are squealing, and what other changes are occurring
sound is to the video game experience. In racing games, the auditory perspective rarely
makes significant changes between viewpoints (whether the point of view is inside, on
top of, or behind the vehicle), meaning that the auditory information given to the player is
deemed critical even if it conflicts with our viewpoint. In other words, we can often hear
the gear shifter outside the vehicle, for example, or hear crowd noises inside our very
loud vehicle. The sound of the exhaust may also not change depending on whether we are
positioning our player-camera directly behind the vehicle or atop of it. This more
uninterrupted auditory vantage point means that the player is usually, in a sense, in a
simultaneous auditory first-person and omniscient perspective, even when the visual is
not. The reason for this auditory vantage point is clear: without this sonic information, the
designers felt that we would be missing key components of the driving experience.
Indeed, surround sound, as we have shown, contributes greatly to the sense of realism
experienced by the player, even though that realism is a fictional cine-real that relies
the car engines with more subjective sounds, the end result is a sound that feels more real
for the player than if the sound relied on physics or on fantasy alone. This illusory aspect
media.
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