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I'm new here so let me start by thanking you for the excellent mod you made of good ol' GT Legends. I played that game to death and now this mod for rFactor got me hooked on driving again. It. Is. Incredible!
The sounds in the mod are pretty good overall but there are some things that bother me a bit with some of the HistorX car sounds. Let me explain:
The "main" sound of the engine, the one that is clearest and highest in frequency response, is sometimes panned quite a bit left or right, depending on the wheel position in the car. It might seem like the correct thing to do, after all, the engine is in the middle but unfortunately this is far from being realistic. It is also highly annoying when playing with headphones.
Due to the early reflections of a "close boundary miniature room" inside a car you'll have pretty much equal sound pressure coming from all sides to the ears of the driver. This is because of the very strong early reflections and due to sound of the engine travelling much faster through the body of the car itself than through the air. All this causes a chaotic sound system within the car meaning it will be impossible to hear a precise stereo position of the engine.
Please take some time and go drive a sports car of any type.. listen carefully how the sound is divided quite evenly between the ears. It takes a bit of practice to do critical listening of "room acoustics" (I've got a little bit of experience in the recording field and quite a bit in mixing/mastering).
If you MUST use panning then at least make sure the "main engine" sound gets a nice "inside car" reverb added to it (using google you can find plenty of impulses taken from inside cars that you can use in a convolution reverb). Do NOT use mono samples of any kind, if at all possible and if you must use them, pan them dead center. As soon as you have a mono source, it becomes what we call a "point source" and thus when using headphones one can precisely determine where the source has been panned.. which in a chaotic acoustic system as a car interior is very unrealistic.
The other issue I have with the sounds is some heavy digital clipping that you have in your engine sound samples. This is very unfortunate and makes some of the car engines sound too digital/"raspy" and fatiguing to listen to.. meaning it takes away the pleasure to drive. Some of this can damage can be partially fixed with carefully applying EQ and by adding some darkish reverb/ambience to the samples (again, impulses from real car interiors is a good way to go) but distortion can never be removed, only masked.
This is why, when you record new sounds, you should always record at 24bit and make sure you have PLENTY of headroom. There is no need to get anywhere near digital fulls scale when running 24bits. You can easily record inside the car and tune the microphone pre-amplifiers so that you barely hit 20dBFS, just to make sure you never get any clipping. There is NO loss in doing this because 24bit easily gives you more than 100dB signal to noise ratio so there is no point in going anywhere near red.
If you have any questions about post processing audio material or recording then do not hesitate to ask. I'd love to help you guys out with anything I can. I'm running a small commercial mixing/mastering studio in central Helsinki, Finland and have been in the music business a little over 10 years now.