Give us better sounds - PLEASE !!

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Perhaps it's been mentioned already but I'm not gonna read 100pgs to find it.

The begining movie has a truly HORRID mix when the main song start to play. The center channel is totally dead except for the passing cars and a few words here and there.

They couldn't even mix that right?


3000th post :D
 
It is bad enough that the sounds are pretty lame but even worse that when you upgrade an exhaust the sound stays the same. There is not one car I have upgraded where the sound has changed.
It is more realistic. If you change the exhaust on a 458 in real life, the volume, raspyness and pitch change. In GT5 if you change the exhaust it would sound like a V12.

I would much rather the exhaust stay the same in GT6 when you upgrade it.
 
I prefer the GT6 sound because it feels connected and feels like it's coming out from the car I'm seeing on the screen.
While the Project Cars sound sounds like it has been recorded from a TV footage and played it to you while you're driving that car.. it doesn't feel connected at all..
Lol, say that with a straight face.

Helpful contribution.

I'd say he's right, the GT sound, although inaccurate in terms of the samples, is actually much better located in the scene, aside from the quiet reverb. That's down to PD's background work on improving the sound engine whilst the new sound generation is being worked on.

Whether that's what you want (/ prefer) or not is another matter, many people certainly like a more "cinematic" approach, and that's something that is being more or less dictated for pCARS. That's fine, if it's what you prefer.

But what it shows is that should GT ever get great sounds for that car (including intake), the comparison might not be so subjective in its outcome, assuming realism is used as the basis for that comparison.
 
Also, the renault megane trophy '11 sounds pretty good...

Yes it sounds pretty awesome.

It's a shame however, and quite typical of the main problem when it comes to Gran Turismo engine sounds, that they used the same sample on the road Megane Trophy. In reality it shares only the name "Trophy" and uses a 2.0 l4 turbo, but PD gave it the V6 howler sample from the race car...

A great example of the incompetance of the individuals assigning samples.
 
Even with some of the engines sounding way off, the most I want is an option to turn off tire screech...

That´s what is ruining this amazing game for me. I turn down the effects because I just can´t stand it... Even if the engines sound like the real thing, I almost can´t hear them.

Please... PD, please... give us the option to turn that ******g thing off
 
Anyone checked out the Z4 GT3? It truly sounds... awful. Sometimes whenever a race starts my engine sounds don't load for several seconds to several minutes, there is annoying intake sounds but no exhaust sounds. It's too bad you cant sample the engine sounds before you buy a car in GT... otherwise I wouldn't have wasted 350K on the Z4
 
Anyone checked out the Z4 GT3? It truly sounds... awful. Sometimes whenever a race starts my engine sounds don't load for several seconds to several minutes, there is annoying intake sounds but no exhaust sounds. It's too bad you cant sample the engine sounds before you buy a car in GT... otherwise I wouldn't have wasted 350K on the Z4

I raced the Z4 GT3 and those 2 new GT2 BMWs yesterday (also tried them out in arcade mode), all three have the same soundsample. Strange is, their rolling tyre noise is nearly louder than the engine/exhaust sound itself. Those three cars are the first that seem to have total unfinshed samples.
 
oh man the Pagani Zonda (base model, whatever it's called) sounds really good in this game. but as with 99% of the other cars in the game, it's still muffled and not as vibrant as it should be.
 
He is right ,it is the only car so far that has a genuine gas lift-off sound.Even just revving it sounds different.
Definetly they used a new method or something for this car ,try it all of you
I think they used this method on the "big" RedBull as well.
They sounded similar to me, even if one is a Turbo V6 and one is a NA L4. (I'm not saying they sound alike, but I could hear that they were generated in the same way).



Yeah they definitely used a new way of sound on this car!!! This way we can have hopes for decent sounds in the future :D
Hopefully they'll start making new samples for old cars, but a part of me tells me it won't happen.
They'll probably leave the PS2 era cars alone before ditching them for GT7.
I hope I'm wrong, but it might only be used for new models...
 
That's good to hear, I have yet to try it out yet, currently updating. I am glad that we are seeing improvements to the sound, although it's taken such an awful long time. I really hope Kaz and PD will focus on making MAJOR changes to the sound in this game. I can't express how much it's been in need of some serious improvement. That and standard cars are kind of ruining the game for me.
 
The sound overall in this game sucks. I have custom music and it barely plays it. Every time I start a race my car doesn't have any engine sound at all until I hit someone and then it kicks in. Some cars like my BMW M3 still do not have any engine sound and just a weird whistle or spinning gears. I really hope they try harder in the next game
 
So, the X2014 Junior, then.


(Edited for betterer video I've pilfered from another thread...)

I've had a play with one on its own on the track, and did my best to figure out how the sound was being generated by ear. It's not the same old sampling scheme, that's for sure. I thought maybe it's the new-fangled granular ramp playback, like you get with the new NFS game and GTA V, among others. But the steady state sound is flawless and there is a smooth progression between on and off-throttle that is infinitely adjustable.

That leaves several possibilities, but there is a particular sound that stands out to me, and that's the "tube"-like resonance you can hear in the overall sound, but also in the aliasing under the distortion (sounds like a resonant filter, unsurprisingly). This points to a specific technique in my mind, and I don't think I was a million miles off when I was talking about Yamaha previously! It's beautifully expressive, and just what I was hoping for, assuming it doesn't just do raspy four cylinder sounds (which there's no reason to believe it does).

What's interesting is that the sound is technically wrong, and there is still only the exhaust sound. This implies it's still using the same source mixing method as for the sampling case (i.e. the same sound engine, which makes sense). The lack of intake sound is still hurting here, compare (EDIT: and this).
As for my claims of "wrongness", it's clearly playing the same 4-1 exhaust sound back from both exhaust locations on the car, which is causing the now-infamous phasing sound (plus lots of audible interference in the form of volume fluctuations). I'm hoping that's a limitation of the source mixing in use. The exhaust also sounds excessively long given the apparent packaging, which is an artistic issue (the "settings" are wrong on the synth, effectively).

Now, it seems the sound engine can dynamically allocate and switch between streams, which effectively allows PD to have many more of them "registered" in the scene and only select the maximum number the hardware can handle to "audition" at any one time (basically a level of detail system).
Add to that the fact that many people have been having problems with sounds dropping out or not even coming in at all (it happened to me once for about a second), I'd say what's holding PD back at the moment is being able to have all the sources they need for every car in the scene, and have the sound engine robustly switch between them all without audible drops or total failures.

What I don't understand, though, is why they didn't use the new exhaust sounds for all cars.

Still, I can't wait for them to get them working. :D
 
Last edited:
So, the X2014 Junior, then.


(Edited for betterer video I've pilfered from another thread...)

I've had a play with one on its own on the track, and did my best to figure out how the sound was being generated by ear. It's not the same old sampling scheme, that's for sure. I thought maybe it's the new-fangled granular ramp playback, like you get with the new NFS game and GTA V, among others. But the steady state sound is flawless and there is a smooth progression between on and off-throttle that is infinitely adjustable.

That leaves several possibilities, but there is a particular sound that stands out to me, and that's the "tube"-like resonance you can hear in the overall sound, but also in the aliasing under the distortion (sounds like a resonant filter, unsurprisingly). This points to a specific technique in my mind, and I don't think I was a million miles off when I was talking about Yamaha previously! It's beautifully expressive, and just what I was hoping for, assuming it doesn't just do raspy four cylinder sounds (which there's no reason to believe it does).

What's interesting is that the sound is technically wrong, and there is still only the exhaust sound. This implies it's still using the same source mixing method as for the sampling case (i.e. the same sound engine, which makes sense). The lack of intake sound is still hurting here, compare (EDIT: and this).
As for my claims of "wrongness", it's clearly playing the same 4-1 exhaust sound back from both exhaust locations on the car, which is causing the now-infamous phasing sound (plus lots of audible interference in the form of volume fluctuations). I'm hoping that's a limitation of the source mixing in use. The exhaust also sounds excessively long given the apparent packaging, which is an artistic issue (the "settings" are wrong on the synth, effectively).

Now, it seems the sound engine can dynamically allocate and switch between streams, which effectively allows PD to have many more of them "registered" in the scene and only select the maximum number the hardware can handle to "audition" at any one time (basically a level of detail system).
Add to that the fact that many people have been having problems with sounds dropping out or not even coming in at all (it happened to me once for about a second), I'd say what's holding PD back at the moment is being able to have all the sources they need for every car in the scene, and have the sound engine robustly switch between them all without audible drops or total failures.

What I don't understand, though, is why they didn't use the new exhaust sounds for all cars.

Still, I can't wait for them to get them working. :D


Damn, that does sound fantastic! Too bad I don't understand a word you're saying, but here's to hoping they'll implement whatever new thing they're doing with the Junior to the rest of the cars.
 
So, the X2014 Junior, then.


(Edited for betterer video I've pilfered from another thread...)

I've had a play with one on its own on the track, and did my best to figure out how the sound was being generated by ear. It's not the same old sampling scheme, that's for sure. I thought maybe it's the new-fangled granular ramp playback, like you get with the new NFS game and GTA V, among others. But the steady state sound is flawless and there is a smooth progression between on and off-throttle that is infinitely adjustable.

That leaves several possibilities, but there is a particular sound that stands out to me, and that's the "tube"-like resonance you can hear in the overall sound, but also in the aliasing under the distortion (sounds like a resonant filter, unsurprisingly). This points to a specific technique in my mind, and I don't think I was a million miles off when I was talking about Yamaha previously! It's beautifully expressive, and just what I was hoping for, assuming it doesn't just do raspy four cylinder sounds (which there's no reason to believe it does).

What's interesting is that the sound is technically wrong, and there is still only the exhaust sound. This implies it's still using the same source mixing method as for the sampling case (i.e. the same sound engine, which makes sense). The lack of intake sound is still hurting here, compare (EDIT: and this).
As for my claims of "wrongness", it's clearly playing the same 4-1 exhaust sound back from both exhaust locations on the car, which is causing the now-infamous phasing sound (plus lots of audible interference in the form of volume fluctuations). I'm hoping that's a limitation of the source mixing in use. The exhaust also sounds excessively long given the apparent packaging, which is an artistic issue (the "settings" are wrong on the synth, effectively).

Now, it seems the sound engine can dynamically allocate and switch between streams, which effectively allows PD to have many more of them "registered" in the scene and only select the maximum number the hardware can handle to "audition" at any one time (basically a level of detail system).
Add to that the fact that many people have been having problems with sounds dropping out or not even coming in at all (it happened to me once for about a second), I'd say what's holding PD back at the moment is being able to have all the sources they need for every car in the scene, and have the sound engine robustly switch between them all without audible drops or total failures.

What I don't understand, though, is why they didn't use the new exhaust sounds for all cars.

Still, I can't wait for them to get them working. :D


Like how it growls when you lift off the throttle. If this is a taster of things to come, we should all be very happy.
 
What I don't understand, though, is why they didn't use the new exhaust sounds for all cars.
I suspect that this is, once again, the dreaded ram limitation. Like that other game on that other system, they are unable to load in all the quality sounds at once, but only a few. One make races aren't a problem, because all you need is the single sample set as the data base, at least this is my assumption. With multi-make races, the non-camera focused cars have simpler samples. Switch cars in replay, and there is a lengthy pause, as not only are the graphics shifted, but the previous samples are dumped and the new sample set loaded.

It will be interesting if we're allowed to use the X2014 Jr in races with other cars, if there are any audio difficulties or sound degradations.
 
The last car in Iracing... Amazing engine sound!!! The entry and exit notes are really awesome! What we would like to see in GT...
 
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