F1 2017 – Sound Improvements Explained

As with DiRT 4, Codemasters has provided some insights on the audio production of upcoming F1 2017. A lot of improvements were made but especially interesting is the attention to detail that was brought to Codemasters’ new F1 title.

Improvements and additions

In Codemasters’ blog post, Audio Lead Brad Porter and Audio Designer David Gurney elaborate on their work on F1 2017.

Whilst nearly everything has of course been improved, there are two key areas to highlight:

Occlusion reverb

Previous F1 titles often ignored the fact that certain objects were blocking the way for the sound. For example, sometimes you could hear cars through buildings. With F1 2017 this will change. Thanks to the implementation of occlusion reverb, audio will now change according to what is blocking its way.

Convolution reverb

David Gurney continues to explain that different environments create different impulses and therefore different reverbs. Quite logical: Things will sound different in a tunnel than they will in a wide and open space. To model these different impulses in-game, F1 2017 now uses convolution reverb instead of algorithmic reverb.

How does the sound-recording process for F1 2017 work?

Mostly, F1 2017’s audio team had to go “in the field” for recording. They visited various PR events and even racing events like the 2016 British Grand Prix or the second 2017 pre-season testing session in Barcelona. But Codemasters also hosted some events of its own.

Once on-site, the team tried to get as many “trackside reference” as possible. But connections to the racing teams also allowed for detailed recordings of the cars. However, producing the wanted results is not as easy as it may sound, due to the heat the cars produce.

Attention to detail

With the audio of F1 2017, Codemasters has spared no efforts to make the game’s experience as authentic as possible. As a result, attendance of F1 events not only included the recording of the cars. For example, when at the British Grand Prix in 2016, the team sat right beside the podium when the drivers received their trophies to capture the audience.

Even the different pit horns of each track, which you can hear when a car enters the pit lane, were implemented.

And if that was not enough, different types of air blowers were recorded as well.

To make the in-game audience even more authentic, the audio team recorded some “chants and other crowd noises” with the help of some Codemasters members. Thanks to that, you might even be able to hear the in-game audience chanting specific driver names.

Here are some impressions from the staff recording sessions.

F1 2017 will release on August 25. Apart from the 2017 line-up, twelve historic cars will be included as well. Here are the ones we know of:

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Paul Heidekruger

Sim racing, tech, drums, guitars, music, games, everything with wheels, also 1/4 Kiwi.