Give us better sounds - PLEASE !!

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Sound recording sessions are done differently between developers. Forza Motorsport has the cars on a Dyno, recording the intake, the sides and the exhaust, for example. I know someone who works for SimBin (The lads behind GTR2 and the RaceRoom Sims) and I know they actually use a lot of on-track audio, not just dyno testing. If I remember correctly, that game has 32 different sounds coming from the car (Intake, Wheels, Suspension, Exhaust, Cabin, Track Debris, etc.)
In fact, my friend mentioned that EA actually used a lot of their sampling in the Shift 2 Unleashed, but used the data differently.

My guess is that PD just generate the noises themselves, instead of actually recording anything. Honestly, the exhaust sounds in GT6 don't even sound like cars, more like the sound a child makes with his mouth when playing with matchbox cars. You can almost hear the spit coming out of a 6 years old mouth when driving some of the V12's...

Thats interesting they'd use Simbin sounds for a SMS game
 
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Actually, in the UK we didn't find out much of what was included in the game untill a couple weeks from its release, even then it was sketchy. As far as I knew from then on the sounds 'may or may' not be included, as launch grew closer this changed to 'unlikely to be included' and then 'will it be included it the big day 1 update'. I heard or saw of no solid answers from PD, something which has been talked of elsewhere on this site. In short, no one knew what was included untill we got it. I believe that's why there was so many pre-order gifts, to get people to buy even though there was little info on what the game had improved on.

Come on, think about it. It's impossible to get recordings for all of those cars. Some of the cars are in museums and haven't been driven or run for years. Certainly, the rarities won't have been recorded. Owners (private, manufacturers or museum) wont be handing over cars worth millions to a games development company to put said car on a dyno and risk it blowing up in the process.

Take the Bentley Speed 8, the model in the game was raced only once, at Le Mans in 2003 which it one. Of the other Speed 8's, only one was sold to a collector in Japan (chassis 2/3) on the proviso it will never be used in competition again. That car is now owned and kept by an American in America. Chassis 4 & 5 have never been run because of damage or display purposes. Bentley own chassis 1/3 & 3/3 and consider them priceless and do NOT allow them to be thrashed, either on track or dyno. When they are driven for PR duties they are heavily restricted (arround the 400hp mark, if that) with strict rev limiting. Bentley's engineers are all over the car like the plague during the excersise. With the massive detune and rev limiting, it's impossible to get the real sound from the car.

The Corvette Stingray Concept Car (one in existance) is still owned by Chevrolet, doesn't even have it's original engine (having gone through different blocks during it's time) and has even tighter security than the Speed 8. Also would you allow your 250 GTO to be dyno'd? I wouldn't, the last one bought that I know of was by UK tv presenter Chris Evans. I believe it cost him £12 million GBP. At that price, you just wouldn't.

The only people saying the sounds would be patched in the day one update were members of the public on fora like this one. I never expected it myself, because I never thought this new synthesis would ever make it to the PS3 in the first place - glad to have been wrong about that. Kaz did say it wasn't going to be in the game at launch, though. If people bought it expecting differently, then the thing they should learn is maybe to research a bit first: caveat emptor and all that. Not that PD did anything expressly wrong, in my opinion.

Regarding recordings, it just depends on what you want. With a ground-up system, it'd still be very useful to have "proper" recordings, but you only need a few characteristic recordings and the clever boffin stuff takes over. You could even, theoretically, get very close without ever turning the engine over - but I can't see such effort being necessary for many cars.

Besides, if a car can't handle a dyno pull or two, in a properly equipped garage, then it can't handle being driven properly either. That may genuinely apply to a few cars in real life, but all the more reason to make digital copies of them. For cars that no longer exist, you can still make a lot of guesses and get it to sound convincing with no recorded material at all - for instance the VGT cars will have wholly fictional sounds, most likely, as that's how manufacturers start for any car these days (using proper simulations in many cases).

There are always substitutes, too. Honda was intelligent enough to build replicas of its '60s GP cars, these get a good thrashing every year, as they should. The Bentley Speed 8 used a modified R8 engine, so an R8 would probably cover it for most of us plebeians - practically any turbo flat plane V8 at a push. Any Chevy V8 (with the same firing order) could be made to sound like the Stingray racer, it's just getting the finishing touches right, such as the specific exhaust construction for the final colouration - frankly, that's Chevy's responsibility if they want their car to sound right, otherwise they will have to make do with some other facsimile.

Since they haven't been shy about using substitutes (however in appropriate) in the past, I expect that's what PD will do in the future, too.
 
The only people saying the sounds would be patched in the day one update were members of the public on fora like this one. I never expected it myself, because I never thought this new synthesis would ever make it to the PS3 in the first place - glad to have been wrong about that. Kaz did say it wasn't going to be in the game at launch, though. If people bought it expecting differently, then the thing they should learn is maybe to research a bit first: caveat emptor and all that. Not that PD did anything expressly wrong, in my opinion.

That's the problem and frustration for many people, far too little was finalized and announced far too late. Most people had pre-ordered before Kaz confirmed anything, he seems incapable of giving difinitive answers to questions. It's hard to get good research material when there's little to go on. For me, the way GT6 was marketed I thought it was going to be revolutionary rather than evolutionary. I suspect many others did with the amount of posts saying it's GT5.5.

Don't get me wrong, I like the game and would still have bought it. There's three area's I'd like to see vast improvement on very quickly (in no particular order): Sound, GPS course maker & online lobbies.
 
That's the problem and frustration for many people, far too little was finalized and announced far too late. Most people had pre-ordered before Kaz confirmed anything, he seems incapable of giving difinitive answers to questions. It's hard to get good research material when there's little to go on. For me, the way GT6 was marketed I thought it was going to be revolutionary rather than evolutionary. I suspect many others did with the amount of posts saying it's GT5.5.

Don't get me wrong, I like the game and would still have bought it. There's three area's I'd like to see vast improvement on very quickly (in no particular order): Sound, GPS course maker & online lobbies.

Well in fairness the GT5.5 comments have been pretty consistently applied since GT6 was announced. But obviously there is a lot "missing", and that's an issue if things stay that way. The uncertainty of what features will make it into the game at launch has been there since E3, I think - certainly the sound and AI improvements were tentative at that time. In terms of research, you need look no further than the news posts here, or the GT website in a lot of cases.

Happily, the three things you mentioned are things that are purportedly on their way - well, I'm not sure about the online part, but we're expecting "match making" and "community" features at least.
 
Thats interesting they'd use Simbin sounds for a SMS game

Haha, yeah from what I understand. Not surprising, though. Shift 2 had some pretty dynamic sounds, especially if you've got the audio hardware to harness the power, but the old FIA GT games SimBin used to make are and always will be my favorite racing games of all time. Combine them with ever growing mods (New cars, skins, tracks, graphics, sounds, handling, AI, etc.) and you've got an endless amount of fun. I have a 40GB folder with just GTR2 mods, haha.
This is a bit out of topic, but SimBin did release a teaser site for GTR3, but it looks like it's turning into the next Half-Life 3 with its unknown release date...

To me, this is how a racing game should sound: http://gtr3.com/
 
The sport exhaust sample from the Pagani Huayra '13 would suit the Aventador, Murcielago and Reventon pretty well and the stock Mclaren F1 could suit the diablos.

A bit of sample switching would improve GT6 a lot.
 
The sport exhaust sample from the Pagani Huayra '13 would suit the Aventador, Murcielago and Reventon pretty well and the stock Mclaren F1 could suit the diablos.

A bit of sample switching would improve GT6 a lot.
Diablo GT2 has pretty good sounds, normal GT is not so angry sounded but not bad.
Reference (missing most of bass from exhaust, 'coz mic is not recording them well)

(incar is missing real sounds only on that video, there is a lot of bass what is not recorded on that video, sounds are on video far away from real what I can hear when playing)
 
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Just adding a couple more:

-Enzo: Wrong! Still sounds like the 458

-Veyron: still sounds like the M5 (wtf PD?)


-Diablo GT and Countach 25th: they share the same samples. All wrong. They either sound like the Cizeta, the Viper, a generic V8 or something weird that sounds like nothing that can be identified.

-Viper GTS (old one): Adding this one again since I'm waiting for it to have a proper sound since GT2. Has the same sound since GT2 in stock form, sounds like a V8with the sports, like something unrecognizable with the Semi Racing and like a generic racing V8 with the Racing Exhaust. PD should add the same sample as the stock SRT/10 and the same sound that all the other Vipers have with the Sports exhaust. It's not so hard to do.

Crowood said
The sport exhaust sample from the Pagani Huayra '13 would suit the Aventador, Murcielago and Reventon pretty well and the stock Mclaren F1 could suit the diablos.

A bit of sample switching would improve GT6 a lot.
Diablo GT2 has pretty good sounds, normal GT is not so angry sounded but not bad.
Reference (missing most of bass from exhaust, 'coz mic is not recording them well) Diablo GT2
(incar is missing real sounds only on that video, there is a lot of bass what is not recorded on that video, sounds are on video far away from real what I can hear when playing)

Were do you people get this from? These cars are totally wrong. I don't know about the Huayra, but the stock exhaust is the same V10 sample (slightly changed) than the Aventador/Murcielago/Gallardo. Totally wrong in a V12. The Diablo sounds like a Viper with the "stock" Sports Exhaust, like a generic V8 with the Semi racing and like something unrecognizable with the racing exhaust. Same deal with the new Countach. I haven't tried the Murcielago, the Reventon and the Aventador, but I bet the first and the last one are still wrong as they were in GT5. The Reventon probably has the same samples than them.

The only sample that would fit the big Lambos is the one used in the Zonda C12/C12S/7.3. That's the only V12 supercar that sounds properly in the game.

I haven't heard the McLaren F1, but I bet it still sounds like the Cizeta. So again, it's wrong.
 
Honestly, the only car in the game that sounds anywhere close to its real-life counter part is the 787B at idle. Come to think of it, some of the idles in the game aren't too bad. Anything with the throttle down sounds like junk. Saying that some of the sounds here and there works is absurd. No, the Sport Exhaust sample from the Pagani Huayra does not sound anything like an Aventador. It's all garbage.

PD has grown a habit of sweeping their shortcomings under the rug. Sure we have a great new suspension model, but the drive-train and clutch simulation is rubbish. Sure, we have gorgeous night and day cycles, but the sounds that occupy the very environment of the circuit is plagued by lawn mowers and vacuum cleaners. That being said, I still have to give them a lot of credit for making such an awesome racing title, despite its major shortcomings. GT5 was a bit flawed since launch, so having GT6 using that game as a basis to build upon brings some inevitable faults. GT6 is a re-fined GT5, in my eyes, so a lot of things that annoyed me in GT5 still annoy me in GT6, but a lot of things that bothered me before has been vastly improved. It's a win-lose situation, I suppose. I'm hoping (A fool's hope, nevertheless) that PD takes in consideration the expectations of consumers in relation to next-gen console games. Carrying over the flaws of GT5/GT6 would be ridiculous and un-excusable. Seeing as how sound development isn't their strongest trait, I'm not expecting sounds that rival games such as Forza Motorsport or Need For Speed, but something that allows me to close my eyes, hear the roar of a vehicle and being able to take a stab at what is orchestrating the beautiful melody that I'm hearing. If I'm revving a Camaro and I end up guessing Honda Civic, then you know the sound is way off.
 
The Cizeta, the LFA, the Vipers (except the racing ones and the old GTS), and many V8 cars are of the very few that sound accurate. Other than those, PD messes up BIG TIME, and what hurts the most is that they do that with very significant cars.

I really don't care about the Vacuum Cleaners, as long as my V8 cars sound like V8 Vacuum cleaners, my V10's like V10's, my V12's like V12's, and so on... They don't have to be exact, but as long as you can identify the engine note, it's okay.
 
This question is about sound but not the cars. Does anyone lose the sound of bumping into cars and walls, let's say after the initial contact while in a race? My "contact" sound disappears until the next race. I'm offline at the moment.
 
This question is about sound but not the cars. Does anyone lose the sound of bumping into cars and walls, let's say after the initial contact while in a race? My "contact" sound disappears until the next race. I'm offline at the moment.

This just happened to me..think it was on a Rome track in iB races.

Back on topic. One thing, that slightly worries me is that it took them 15 years to implement skidmarks and reverse lights (remember how much and for how long we all moaned about that). Now imagine how long will it take them to improve sound, a much more complicated thing to do..even worse when there are a bunch of amateurs in the sound team
 
Maybe you should join their sound team and direct those "amateurs". Criticizing them is fine but saying they dont know what they're doing is wrong. They just need a different method or more exotic captures.
 
More cars to add to the list:

Both Ferrari 250 GT0 ('61 Passo Corto and the '62) have the old flatplane V8 sample used since GT2. It's a shame that neither of the old V12 Ferrari's sound correct. None of them, actual. The 599 is the only one that has a decent V12 sample.
 
I love the game but the sounds are totally hurting in realism. I honestly think PD use a vacuum cleaner as the sound for the Mazda Demio Sport 11. I tried it for the Novice B FF cup and the car droves well but the sound is just rediculous. It's a new premium car and it sounds like a Dyson vacuum... Not good.
 
I'm talking about the X cars only, and it's not the full scheme yet.
genuinely curious, what's the evidence you have on this?

For what it's worth the highest-revving engines are the easiest to mask with a looping system in the upper RPM's because the change in pitch from 1000 to 2000 RPM is the same as 10,000 to 20,000. This is because pitch is logarithmically related to frequency. Or to put it another way, every doubling of frequency is the perception of an octave, where RPM and frequency are linearly related.

Your average loop-based sound can be pitch shifted a certain range before starting to sound wonky/fake/snythy/vacuumy, usually an octave is the upper limit for an engine sample. This means one sample can cover 10,000 to 20,000 relatively comfortably, as can one cover 8,000 to 4,000. In the case of being under-sampled this means very-high-revving cars mask the shortcomings of the looped system better than other cars with lower rev ranges, number of loops being equal.
 
genuinely curious, what's the evidence you have on this?

For what it's worth the highest-revving engines are the easiest to mask with a looping system in the upper RPM's because the change in pitch from 1000 to 2000 RPM is the same as 10,000 to 20,000. This is because pitch is logarithmically related to frequency. Or to put it another way, every doubling of frequency is the perception of an octave, where RPM and frequency are linearly related.

Your average loop-based sound can be pitch shifted a certain range before starting to sound wonky/fake/snythy/vacuumy, usually an octave is the upper limit for an engine sample. This means one sample can cover 10,000 to 20,000 relatively comfortably, as can one cover 8,000 to 4,000. In the case of being under-sampled this means very-high-revving cars mask the shortcomings of the looped system better than other cars with lower rev ranges, number of loops being equal.

Very interesting. I read some of your interviews and they are awesome. Thanks for sharing!
 
Bentley own chassis 1/3 & 3/3 and consider them priceless and do NOT allow them to be thrashed, either on track or dyno. When they are driven for PR duties they are heavily restricted (arround the 400hp mark, if that) with strict rev limiting. Bentley's engineers are all over the car like the plague during the excersise. With the massive detune and rev limiting, it's impossible to get the real sound from the car.

 
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