Jethro Dunn, Senior Audio Designer at Codemasters, has contributed to a range of projects, from tactical military shooters to arcade racing games. During his lecture, he shared how vehicle sound effects are shaped by technical constraints, creative objectives, and genre-specific requirements—whether simulating the weight of an armoured convoy or signalling damage in a playful kart racer.
Drawing on titles such as Operation Flashpoint: Red River and F1 Race Stars, Dunn focused on practical techniques for crafting immersive vehicle soundscapes, managing acoustics, and enhancing player feedback.
Streamlining Vehicle Audio in Tactical Shooters
In Operation Flashpoint: Dragon Rising and Red River, vehicles like jeeps and APCs required sound design that balanced realism with hardware limitations. Early designs utilised layered loops for engines, transmissions, and mechanical effects, but this approach led to unnecessary system overhead.
“We were wasting more memory managing complex sound events than on the actual audio data, so we had to rethink how we structured vehicle sounds.” — Jethro Dunn
The team restructured vehicle audio into smaller, independent elements. Engine and exhaust sounds were separated to enhance spatial realism, and mechanical “sweeteners” were introduced at low acceleration to add life and responsiveness during slower movements.
Shaping Player Perspective: Interior and Exterior Vehicle Sound
When players moved inside a vehicle, soundscapes shifted to reflect enclosed acoustics. Manual adjustments ensured consistent transitions between interior and exterior perspectives, with positional tweaks placing engine noise appropriately whether driving, seated as a passenger, or operating a turret.
Conveying Distance: Designing Distant and Ultra-Distant Vehicle Sounds
Vehicle sounds were deliberately simplified at distance, becoming ambient rumbles to reflect real-world acoustic behaviour. For ultra-distant scenarios, low-frequency layers simulated convoys heard kilometres away, enhancing environmental awareness without cluttering the soundscape.
Practical Choices: Avoiding Granular Synthesis
Dunn noted that granular synthesis, commonly used in racing games for dynamic engine sounds, was intentionally avoided for military vehicles.
“We didn’t use granular synthesis for these vehicles because we didn’t have the recordings, and we didn’t need that level of complexity.”
Adding Mechanical Detail: Transmission Whine and Brake Squeals
To enhance realism, layers such as transmission whine and brake squeals were incorporated, helping players interpret vehicle behaviour and reinforcing the mechanical character of military vehicles.
Communicating Through Sound: Feedback in Arcade Racing
In F1 Race Stars, sound effects prioritised clear communication over realism.
“In arcade racing, players need to hear when something’s wrong before they even look at the screen.”
Exaggerated mechanical noises signalled damage, while distinct cues marked repairs or performance drops—providing immediate, intuitive feedback in a fast-paced environment.
Recording Challenges and Creative Solutions
Capturing vehicle audio involved logistical challenges, from limited access to military hardware to managing motorsport recordings.
“You can’t ask a military driver to do ten perfect laps for recording—you get what you get.”
For smaller projects, Dunn recorded toy cars in controlled environments—demonstrating adaptability across varying project scopes.
Reflections on Vehicle Sound Design
Jethro Dunn’s lecture demonstrated how vehicle sound effects are shaped by technical awareness, efficient workflows, and responsiveness to gameplay needs. From spatial realism through engine and exhaust separation to mechanical sweeteners and clear gameplay cues, his approach highlights the practical decisions that define vehicle sound design across both realistic and stylised game environments.









