Looks, like old questions are returning.

In the sound effect only really you need is the sound of your own car and the cars in the four directions.
Front, back left and right.
for example if your passing on the inside you would hear the care in front that becomes the car on the right. and if another car is front of that one you would beginning to hear it, when it is close enough for the game to detect the other car to be passed. With a track announcer this also can be used to indicate that your car is side to side and approaching car number 43. This would help in separating the car on the right and knowing that there will be upcoming sound of the car to be yet to be passed. The sounds of cars in front would have a different sound then the cars in back as well as left and right. Cars on the right may say have a little echo coming off the wall.. Like a sound of a tunnel, as the sound is bouncing off the wall and your car.
Where the car on the left would have a distance sound to it.
Taking the idea of the motor being closer to the driver perspective for front and back, and if the three cars were drafting, which would be heard more the car in front or in back.
The car in back has its motor to the driver, so should it be more louder.
In a way, not really, since your own motor may be blocking some sound of the car in front the car directly behind you is not as important as the car in front. If something was going to pass the sound would transfer to either the left or right sound effect. As you can see it not the number of cars you can hear but in effect the cars that have the most direct contact to your car zone on the track.
Many of the racing games that are board games have a grid around the track.
I am sure the NASCAr Thunder game use as a way to create the video of what is happen on the screen. It just appears that cars are being passed, because the game is saying to show a car being passed. IN a visual game where you can see several cars going into a turn, is just a video repentation of those cars moving through grinds ahead.

Now for racing games with the board having fixed grinds, where a computer can have linear grinds where the Car can still move side to side in certain degrees, where if you go to high in the turn you may move out of the most outer grin and clip the wall. Computer cars don't never do this, and if they do crash its the random of the game saying that this Car is out of the race. Not due to hitting another car or wall, but a bad toss of the virtual dice you could say. Then other cars may be forced to hit the spin out car because just to close or other factors that may determine a mulit car pile up. When your Car approaches the crash site. Its up the driver to get out of the way if possible.

So, let say the car in front blows a tire and begins to spin.
The sound of the car in from sound turns directly into a car skidding.
The sound of its motor would then become a left or right sound, indicating to you in which direct to do. If the skidding continue for a while would also mean it may be the best thing is to drive straight toward it, and hope the skidding car is out of the grind you will soon be in. Other on the other hand if you say hear if on the left side as a motor now, best thing is to move a little to the right and hug the wall. Where if car spinning is heading to the outer wall then dive to the lower part of the track. The sound of the skidding hitting the wall, you will just have to hope you can get around the bouncing car of the wall.

Board games with grind usually have three rows, while a virtual computer would have have about the same, being each grid being a certain size on the track. So, a car out of control will not move in the normal manner of forward and from side to side. But will move like a bishop on a chess board. And depending on the impacts the car may move backward as will in a crash. So, I have describe the skidding car and let through in the sound of cars hitting the wall and other cars, a sound of a vrip, vrip vrip for a car in a spin. The sound of the cars in front should have a sound of its own that will let the gamer know its distance. AS PAc Man does where the sound of a ghost becomes loader when it gets closer. IN Raceway this would be measured in car lengths, so if a car in front does skid or in a spin, the sound of it would be at its lowest or highest depending on it distance from your car.

Rubbing sound effects.
When another car is rubbing against your car. This sound would be heard from the sides, while nudges sounds from the front and back.

To finsh of the local sounds near your car, would include:
Scraping: When you touching the wall. Speed Bumps when you to far inside, about to run off the trace, or to far under the yellow line. Could have a ding sound when your tire hits this line, and you may have to go under this line to avoid a crash. A ding on the right side would mean you have gone total under the line. Any thing pass this and the speed bumps determined by the track. Being grass or gravel even water hazards.. Good indicate on the other hand when you want to hug the outer wall is the crowd noise, When you start hearing this you are as close as you can be be fore the scraping. Thes are the the sounds I picture in the game and not in the cock pit. that can be heard. There was some time back having the driver window screen to be heard flapping, but the game will have enough sound effect that this sound would be like listening to the birds. You don't hear birds until you start listening for them. So, for it it would be like an invisible sound and these type of sounds are not needed. In fact the sound of your own car should be a sound effect that is not distracting. I think, having the sound of your own car motor will fade more into the back ground so you can hear the other cars in your local area better. For example, when the race is under yellow your motor can be heard loader then the racing motor sound. And if standing still the motor sound can be even loader, which in fact it does become that way in real life. In effect your motor becomes more of a verbration sound when racing, This would allow you to hear the out side of the sounds more clearly along with any cock pit sounds that include your pit chef and track announcer.

Yeah, its cool to hear your motor roar, but when it comes to allowing all sounds not to blend in a jumbo of sounds that is heard to hear with your own motor. In fact for those with heard of hearing, a option to use a volume level for all sounds would be a big plus to the game. Certain sounds while other sounds are happen, could make any verbal comments to hard to hear.

That's it, just wanted to sound off about this old subject and reinstate my thought and bring up some new ones.

Crash
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, May 30, 2010 11:10 AM
Subject: Re: [Audyssey] Raceway was The other side


Hi Jim,
The way I am designing the game you don't have to actually hear all 43
cars at once.  After all we are talking some tracks are one mile and
two mile tracks. Only the cars with in say a quarter of a mile of your
current position will be audable. That way you are not drowned in too
much audio feedback. Of course, if 43 cars whatever gets to be too
difficult to handle etc I can shrink it to say 20 cars whatever. We
will see how things goes once Raceway actually reaches the beta stage,
and we can hammer out any improvements whatever to make it more
feasable for the average player.

Smile.

On 5/30/10, Jim Kitchen <j...@kitchensinc.net> wrote:
Hi Thomas,

Not to be too picky, but the nascar season has 36 scheduled races and they
start 43 cars in all races.

I also wonder how realistic you really want to be with a race game. I mean
43 car engines are going to sound like a swarm of mad bees.  And just for
the heck of it, try racing maybe 200 laps on say my Painsville oval track. It takes allot of mental and physical endurance to race even a simple track
for 3 to 4 hours.

I don't mean to be negative, just giving you some of my thoughts.

Got to go and get ready to watch 1,100 miles of auto racing today.

BFN

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