A Spyder speeds along a highway near the Space Needle. Asbjoern Andersen


The Crew 2 from Ubisoft features some impressive vehicle sounds, so we were curious to hear how they were made. And thankfully, Audio Lead Nathan Blais from Ubisoft and sound designer / recordist Max Lachmann from Pole Position were happy to share the details.

Here's the in-depth story on how those cars, bikes, planes and boats got to sound so good - from recording, designing and implementing the sounds in the game:


Written by Jennifer Walden, images courtesy of Ubisoft.
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Any heavy-footed gamer can enjoy Ubisoft’s The Crew 2 because the game covers racing from every angle. Do you like off-road dirt bike racing? How about racing monster trucks? Have you ever raced a boat against a plane against a precision-built touring car? You can do all that and more in The Crew 2.

While it’s not really a simulation game, Audio Lead Nathan Blais from Ubisoft’s Ivory Tower studio in Lyon, France, says that realism is still an important aspect in regards to The Crew 2’s sound. Creating a satisfying racing experience is what pushed the sound team to round up, record, and re-build the real-deal vehicles in-game. When a player guns it, that event is reinforced through sound — the engine hums (or growls!), you feel the rubber tearing up the road or the hull cutting through the waves.

To capture the plethora of vehicle sounds needed for the game, Blais called on Sound Designer Max Lachmann and his crew at Pole Position Production in Stockholm, Sweden. Lachmann has recorded tons of vehicles over the years, for AAA-game titles and films alike. He’s definitely an expert. Together they devised a plan to tackle the impressive list of cars, bikes, planes, and boats, and the unique sounds that each racing style requires. Here, Blais and Lachmann share the specifics of that experience.



The Crew 2 - Official Trailer | Ubisoft E3 2018


The Crew 2 incorporates a wide range of vehicles that cover the land, air, and sea! There are off-road rally cars, dirt bikes, and even monster trucks?? There are different boats, planes, and helicopters. What were the most challenging vehicles to track down to record?

Max Lachmann (ML): It was quite a thorough sourcing procedure, where Nathan [Blais] and his team wanted videos of every possible object before deciding on whether to record it or not, so I would say the whole sourcing task was more challenging than usual. Luckily, we had one person dedicated to only finding cars, and he did a great job. It’s a really time consuming task.

Even when you know the vehicle specs you might sometimes be surprised by the outcome (in a good or a bad way), so the sourcing process was definitely challenging.

Nathan Blais (NB): Indeed, we had a very precise idea of the sound we wanted for each vehicle and we wanted to make sure we’d get it during the recordings. Even when you know the vehicle specs you might sometimes be surprised by the outcome (in a good or a bad way), so the sourcing process was definitely challenging. Our friends at Pole Position have completely outdone themselves and were able to find real gems thanks to their incredible network of car enthusiasts.

ML: One car that we had a problem finding was the Ferrari Enzo. We initially talked to a couple of owners of the Ferrari Enzo but unfortunately, it didn’t work out with their cars.

However, a car that should have been really hard to track down — the Ferrari F40, we were lucky to find one in our close network. A friend of a friend owns a Ferrari F40LM that he bought from a former F1 driver who drove for Ferrari in the ‘80s. It’s a $3.5 million car today and it had rats’ nests in the intakes because it hadn’t been driven for a long time, but we were lucky that he brought it out for Ferraris 70-year anniversary.

Hear 20 cars from The Crew 2 in all their glory:

Fast Lane Gaming has compiled a selection of 20 (!) of their favorite cars when it comes to sound. Feast your ears below in this thorough highlight:



The Crew 2 | 20 Best Sounding STREET Cars [ w/ Huge Backfire Antilag Pops Cracks ]


How did you capture all those different vehicle sounds? First, did it involve a lot of traveling to record the vehicles at their different locations, or were you able to arrange a few days to record a bunch of vehicles at one time?

ML: Since the recording season in Sweden is limited to April through September for weather reasons, travelling was necessary. But this also meant we could plan the sessions accordingly. So we did a couple of trips to Italy to record Ferraris, Lamborghinis and some other brands. And we did another session in the US where we got most of the V8s we needed. And eventually we did a couple of sessions in Sweden, filling in the gaps with the missing vehicles.

NB: Logistically, it would have been next to impossible to record all of our vehicles in one session, so traveling had to be considered. This way, we were sure to get sunny weather in California while Sweden was covered in snow!

Moving around also allowed us to make some really nice and unexpected discoveries, like when we randomly went by this workshop filled with racing cars. The mechanic there turned a few engines on and we instantly fell in love with the sound of an old NASCAR ride, so we decided to improvise a recording session. That was an incredibly lucky catch!

 

What about the off-road vehicles? Did you ride along for those recording sessions?

NB: The sound portraying off road vehicles and actions is complex: it depends on the engine sound and the general driving behavior (gearchange, suspensions…), but also on the different ground materials and terrains.

ML: We captured lots of different ground materials for the game, using electric cars driving on snow, ice, grass, dirt, tarmac, sand and more. We performed skids and spins with both onboard and exterior perspectives to get as much content as possible.

A dirt bike rides alongside an ATV in Muir Woods.

From a technical standpoint, what were the most challenging vehicles to record? What were the specific challenges and how did you tackle them?

Very importantly, we had one person being a coordinator, just taking care of all the car owners, making sure everyone got food, coffee and that we were on time.

ML: I think the number of cars recorded per day was the biggest challenge. During the US session, we recorded 15 cars in two days, and those were really thorough recordings with lots of coverage. In order to reach that, we had our own person driving all the cars so we could get the maneuvers needed and performed how we needed quickly. We had one person rigging the next car while one was being recorded, and two recordists for exteriors. Finally, but very importantly, we had one person being a coordinator, just taking care of all the car owners, making sure everyone got food, coffee and that we were on time.

Obviously, we had double setups in terms of microphones, and also tried to do cars with a similar setup — like engine in the front and double exhaust pipes in the back, one after another. We also had to make sure we had memory cards and batteries to last all day, for all the recorders. It does take some discipline from the recordists to manage all this, to have proper slating of microphones, position, vehicle, and making sure there is enough battery and memory left.

Another challenge is the variety of vehicles. Boats and bikes are extremely exposed to wind, and with boats you also have waves that sometimes even flood over the exhausts. And the waves on sea can make it difficult to keep steady RPMs and the like, which makes the content harder to work with.

 

What mics and recorders did you find most helpful in capturing the different vehicles?

We have a client paying tons of money, and we have to deliver the best possible recordings. So it’s not a session where you take risks, or start experimenting.

sML: When you do sessions like this, there is no room for mess-ups. We have a client paying tons of money, and we have to deliver the best possible recordings. So it’s not a session where you take risks, or start experimenting. So we used our most basic setup, since we know it delivers good results.

For onboards, we used a Zaxcom Fusion recorder and an additional Zoom F8 and Sound Devices 702 when needed. We had a PZM, Sennheiser MKH8020 and a DPA 4061 in the engine compartment, and a DPA 4062 in the intakes. For the exhausts, we used DPA 4062s and RE-50s, and a pair of MKH 8040s for interior. For exteriors, we used a Holophone, a couple of Schoeps CMC6, a pair of MKH 8040s, a Neumann RSM 191, a Sanken CSS5, recorded into a Sound Devices 788, another Sound Devices 702 and Zoom F8.

Two muddy cars race on a track in the mountains.

Before going out on each recording trip, did you have a specific list of sounds to cover? How did you compile those lists?

NB: Yes, we built a list based on our artistic intentions as well as our technical specs for in-game integration, like the need to record full ramps of accelerations and decelerations. We also needed to record a whole series of additional sounds like ignitions, car horns, or doors opening and closing.

We have a very extensive list of maneuvers that gives a good coverage … to make assets for the game, but also for cutscenes and trailers.

ML: We have a very extensive list of maneuvers that gives a good coverage for both what could be needed to make assets for the game, but also for cutscenes and trailers. These lists are based on years of experience, and we keep adding to them all the time.

 

There are different categories/racing scenes: Street Racing hub, Pro Racing hub, Freestyle hub, and Off-road hub, correct? What were some of the specific sounds you needed to capture for each style of racing?

NB: Correct, we call them ‘motorsports families’ and they guide the player’s experience and progression. The Street Racing family holds some of the most iconic vehicles and disciplines, not to mention our players’ favorites. The Drift discipline had us work very hard on some specific skids to make sure we had it right.

The Offroad family is all about rocky V8 engines for cars and tailored tone for motocross.

Pro Racing is pure speed, with a modern feel. You’ll find powerful and singing sounds for touring cars, our single-seater alpha grand prix or powerboats.

The Freestyle family is more diverse, with some of the most exotic rides (aerobatic planes, jetsprint boats and even monster trucks). Some of those vehicles are actually concepts that we’ve designed ourselves at Ivory Tower, so we also gave them a tailored sound signature.


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What was the most challenging vehicle to record? Why? How did you handle it?

In order to get nice pass-bys we needed to drive close to land … and we did get some more sound material for our ‘angry neighbor collection.’

ML: One of the most challenging vehicles was probably the Cigarette Speedboat Top Gun 39 race boat. It’s supposed to be one of the fastest in Europe; it did over 100 knots when we recorded it. The airdrag at that speed is immense, and a pair of headphones were literally floating in the air from the drag. The boat sounded like a plane at low altitude passing by, and in order to get nice pass-bys we needed to drive close to land. Some neighbors were obviously not too happy about this, and we did get some more sound material for our ‘angry neighbor collection.’

 

What was the most fun vehicle to record? Why did you have fun recording it?

The most fun thing about recording is not a particular vehicle, it’s the team effort.

ML: The most fun thing about recording is not a particular vehicle, it’s the team effort. When sourcing, weather, recording, deadlines and everything falls into place, then it’s great fun, and you are so happy to be part of a team working hard and delivering. The US trip was one of these cases, and it’s very satisfying.

NB: Exactly, and that also includes meeting amazing people that are completely committed to their passion!

 

How did you get all of these different sounds to work in-game to create a realistic racing experience?

NB: Realism is very important to me, even if we’re not a simulation game. Players will spend hours and hours in the game and we want them to enjoy every aspect of it, to feel completely immersed in the experience. We’ve worked hard on the sound spatialization, to have 3D objects that would be dynamic when changing perspective. For instance, when using the hood view, you really feel the engine underneath and the wheels’ contact on the ground. The vehicle’s behavior is also a strong component of the sound, so we’ve worked very closely with the vehicle physics team here to make sure the sound would perfectly match the driving sensations.

A GT3RS races an Audi at night in a downtown area.

With the Fast Fav feature, you can seamlessly switch between different vehicles at any time during any point of a race. Sound-wise, how did that transition work in-game?

NB: The Fast Fav feature was a big technical challenge for our audio programmer, because you basically unspawn and respawn a vehicle without any loading time. In that case, the code drives the sound so the first vehicle is muted and we have very little time to cover the graphic transition with a sound effect and start-off the second one at the right RPM.

 

Technically, what was the biggest challenge you had in creating the sound for The Crew 2?

Granular synthesis allows us to cut our engine recordings into a multitude of loops that we have to recompose.

NB: We’ve spent a lot of time tuning our creative direction and developing our tools. What’s very challenging in a game like The Crew 2 is that everything has to be constantly dynamic. For instance, granular synthesis allows us to cut our engine recordings into a multitude of loops that we have to recompose. That means we have to “chop” the initial sound to analyze it and build it back exactly the way we want it, while keeping it authentic.

Another challenge is the game’s performance. With such a huge open world we have to be careful with memory and CPU and look for the best possible balance between quality and optimization.

 

Creatively, what made this game challenging?

ML: Initially it was quite challenging to understand exactly what Nathan and his team were after. Before we could set a method and workflow that worked, in terms of the engine character, the amount of distortion, LUFS, etc, there was some back and forth. Eventually we found a solid way of making assets that share the same character and sound and worked well in-game.

NB : First, we needed to make sure we were in line with Pole Position on our needs in terms of raw material. We’ve invited Max and his team to Lyon at the studio, showed them our production chain and tools, explained our vision and expectations.

Once we got the right assets, the challenge was to get the right result in-game, the right balance between realism and emotion to keep the sounds authentic while offering a gratifying experience for the player. That means, for instance, amplifying some of the smaller engines to give them more impact and bring stronger driving sensations.

Two monster trucks race on a highway along a mountainous shore.

What are you most proud of in terms of sound on The Crew 2?

ML: First of all, I’m very proud that Nathan chose to work with us at Pole Position. I have a very dear memory from early on, when Nathan came up to visit us in Stockholm. We spent the day in the studio, and I showed him a recording of a bike we had, and we made some rough game assets as a test. We later on had a nice dinner, and before exiting the taxi to get back to his hotel, Nathan declared that he was looking forward to doing this project with us as a supplier. To me that meant a lot. As a company, we have worked so hard to get to this point, and it just made me very proud.

And second, Nathan and his team have been extremely demanding and very confident in what they like and don’t like, so it has been challenging from time to time for us to meet their vision and expectations. Nathan has great ears, a good feel for engines, and awesome tools at hand, so it has been very exciting and a pleasure, after all the hard work, to finally hear the result in-game.

I think the similarities between our quality standards has allowed us to take the engine sound design in video games one step further.

NB: I’m very happy to have worked with Max and his team on The Crew 2 and I think the similarities between our quality standards has allowed us to take the engine sound design in video games one step further. There is, without a doubt, more space for improvement, but when I look back at what used to be the sound of driving games just a few years ago I feel incredibly proud of what we’ve achieved here, giving The Crew 2 a unique sound signature, a depth and detail level that we’d never thought possible. That’s, of course, the result of Ivory Tower and Pole Position’s collaboration and hard work, but also the initial impulse of our game director Stephane Beley, who decided early on to invest time and energy to make sound design one of the game development’s priorities.

 

A big thanks to Nathan Blais and Max Lachmann for giving us a look at the powerful and satisfying sound of The Crew 2 – and to Jennifer Walden for the interview!

 

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  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
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  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

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  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
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  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

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