Music and rhythm in racing games
Racing is a rhythmic activity. Brake, turn, accelerate, repeat. Games lean on that with music, and good drivers use sound as information as well as atmosphere.
Soundtracks and radio
Music has been part of racing games since the arcade. In OutRun (Sega, 1986) a car radio let the player choose from three selectable tracks. The WipEout series, which began in 1995 on PlayStation and MS-DOS PCs, features electronic dance music soundtracks to match its futuristic setting. Some games today offer several in-game stations or playlists, so you can pick music to suit the mood.
Sound as a driving tool
- Engine note. The pitch tells you where you are in the rev range, so you can change gear by ear.
- Tyre noise. A rising squeal usually means the tyres are near their grip limit. Easing off at that moment keeps the car on the road.
- Surface sounds. Gravel, kerbs and grass sound different, which helps you place the car without looking down.
- Warnings. Some games add audio cues for nearby cars or for the start of a lap.
The rhythm of a lap
A circuit is a repeating pattern: a straight, a braking zone, a corner, a straight. Drivers who feel that pattern stop reacting to each corner and start flowing through the lap. One-tap drift games push this to the extreme, where the pattern of holds and releases is a beat you keep time with.
Audio settings
- Lower the music relative to engine and tyre sound if you want to drive by ear.
- Raise it for relaxed driving, where lap time is not the point.
- Headphones make left and right cues easier to place.