Give us better sounds - PLEASE !!

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Hardware is a limitation but the terrible sounds have been talked about for 2 generations now, when they were developing for the PS3, they knew damn well the limitations and it's their job to create the best experience possible within the resources they have.

That's the problem, they could have better sounds but they choose not to, they keep focusing on the wrong areas.

The increased resolution, the stars at night, the new lightning engine, etc, all the resources spent on that could've been used for better sounds but no.

Their sound breaktrough is obviously not possible on the PS3 so they shouldn't aim at something like that on such limited hardware but they could do much better than what they have now. like many others have said, just by adding a generic intake noise across the board would do wonders for the game.
 
I think a generic intake sound would irritate me more than a total absence of intake. There is a complex interplay between the harmonic structure of the pulse trains emanating from both the intake and exhaust sides of the engine that really defines the overall sound of a car / engine.

If you take two cars with different engines and thus different exhausts but apply the same intake sound to it, they will sound "wrong" in ways we've never heard before. I'd quite like to try it out, actually, but I'm sure the result will be pretty objectionable, not least because effectively all cars will sound the same in the interior views.
 
Hardware is a limitation but the terrible sounds have been talked about for 2 generations now, when they were developing for the PS3, they knew damn well the limitations and it's their job to create the best experience possible within the resources they have.

That's the problem, they could have better sounds but they choose not to, they keep focusing on the wrong areas.
Indeed. Every developer has to work with the hardware limitations and do the best they can. I will just wait and see what PD can do on PS4 and give them the benefit of a doubt for now. GT7P is their last chance to proof the doubters wrong in my opinion. Imagine what happens if they don't deliver...
 
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Indeed. Every developer has to work with the hardware limitations and do the best they can. I will just wait and see what PD can do on PS4 and give them the benefit of a doubt for now. GT7P is their last chance to proof the doubters wrong in my opinion. Imagine what happens if they don't deliver...

All I can say is that if the sounds don't approve by a milestone then there is no chance of me being GT7, I won't buy GT7P, when it does come out, I will watch reviews/videos on youtube and take it from there.

I mean by that time there well could be more racing games by then for PS4.

But for now I will leave you all with this..

 
All I can say is that if the sounds don't approve by a milestone then there is no chance of me being GT7, I won't buy GT7P, when it does come out, I will watch reviews/videos on youtube and take it from there.

I mean by that time there well could be more racing games by then for PS4.

But for now I will leave you all with this..



Also rather see this....Guy makes car sounds with his mouth.. much better than what PD have at their Studio!!! Honestly, I have not even used GT6 in maybe over 2/3 months now.

 
Well I can fully understand why are people so angry about sounds. I mean this is like third game in franchise on PS3 which has like still same sounds as first they ever released. I think PS3 have still some powerful hardware to date with Xbox 360 and Forza franchise is having very good engine sounds so I can't for love of god understand why is PD doing such a lazy job on them. It's not like game is not working without proper sounds but connection between player and game is so much enjoyable and you can feel that gameplay is more intense than just playing with these "dull" sounds we have now ( of course no offense to those sounds which are quite good ) I hope that some day PD will understand that stunning visuals is useless when you cannot hear that one sound that makes every car so unique.
 
All I can say is that if the sounds don't approve by a milestone then there is no chance of me being GT7, I won't buy GT7P, when it does come out, I will watch reviews/videos on youtube and take it from there.

I mean by that time there well could be more racing games by then for PS4.

But for now I will leave you all with this..


That's dubbed with real recordings.
Check out these sounds from Forza 5. Pretty amazing stuff. PD you guys really need to get on top of that sound! Or else... But seriously though I don't think there is any other racers out there that sound worse than GT.


Great video. The cars sound OK on my laptop speakers, but not so much on my headphones. The prominent sound on all cars, as ever with a recent Forza game, is intake. The distortion is still a tad too prominent also, for my tastes. The reverb is nice, but it's a bit weird when the car is in front of you and all you can hear directly is intake, but the reverb coming from behind you in the tunnel is all exhaust... (that's why you need two reverb passes at least, but that gets expensive). I can't stand that pitch shifting and low-res control, either, I can't wait until we can get rid of sampling outright.

What's also interesting is that sounds are apparently very patchy when it comes to reflecting tuning changes, still. I thought they'd make some decent progress this time. It seems you really can't have everything with existing methods.

PD's new system can do all of that, though, if they "program" the presets - even better, if they design a UI and put in sensible limits, they could let us do it ourselves. Time will tell whether they do any of that, though (it'd need a tuning overhaul to "make sense").
 
That Turbo BOV Sounds !!!
And btw this chasecam is awesome you can even rotate it around the car....
Pretty accurate sounds. Hope PD can deliver

 
PD's new system can do all of that, though, if they "program" the presets - even better, if they design a UI and put in sensible limits, they could let us do it ourselves. Time will tell whether they do any of that, though (it'd need a tuning overhaul to "make sense").
Did PD ever talk about their new system or is this only your assumptions?
 
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Did PD ever talk about their new system or is this only your assumptions?
It is an assumption that PD would give us such flexibility.

It is not an assumption that their new technique is capable of reflecting any changes you want to make at run time, because the new synthesis method, to a degree, generates the sound at run time. Samples are like "pre-baked" lighting, you only get what has already been made; generative / source-filter models allow for infinite adjustment, assuming you have the controls built in (like proper dynamic lighting). The RB cars clearly use such a synthesis technique, which I respect is an assertion on my part - however, it is clear to many that they sound like nothing else ever produced for a game, in terms of their interactivity. That interactivity is a direct consequence of the way the sounds are created.

I know this is all possible because I've made such a system myself, but it relies on computationally expensive, third-party "offline" (non-real time) pre-simulation steps. That doesn't have to be the case, and that simulation can be vastly simplified so that it can be run in the game as you make the changes to the car (like the way GT6 re-renders the garage image whenever you modify the car's appearance). I just can't program such a thing. There is at least one company offering traditional sample sets generated purely via synthesis / physical modeling / simulation, i.e. Sonory. The question is how much of that you abstract into real-time technologies (often as approximations), and the answer is all of it, depending on how far you approximate. The reality is that, today, you can get excellent fidelity with the processing power and technology (pre-processing) available.

At the very least, we will retain changes in sound due to exhaust swaps, but the way those changes will be effected in the synthesis model (at playback) is arbitrary enough that it needn't be restricted to reflect exhaust changes - it could just as easily simulate the sound of a misfire, uneven fueling or lifter pump etc. by feeding the relevant effects into the synthesis engine's controls.
 
There is at least one company offering traditional sample sets generated purely via synthesis / physical modeling / simulation, i.e. Sonory.

Why would PD bother doing it themselves instead of just hiring those guys? It's not like they don't have the budget for it.

PD could spend years not getting it right, and have done so far. Better that they just pay someone who already has the technology.
 
Why would PD bother doing it themselves instead of just hiring those guys? It's not like they don't have the budget for it.

PD could spend years not getting it right, and have done so far. Better that they just pay someone who already has the technology.

Cue Tenacious D and his spiel about Japanese culture...
 
Why would PD bother doing it themselves instead of just hiring those guys? It's not like they don't have the budget for it.

PD could spend years not getting it right, and have done so far. Better that they just pay someone who already has the technology.
I think it's just one guy, actually, and I'm sure he's using an automotive industry tool to generate the sounds (these are expensive to license), possibly with his own renderer on the end of it. The only game I'm aware of that uses his samples is Automation, but the sampler control isn't the greatest in that game.

PD would be better off writing their own software in any case, because the workflow can be streamlined, and the code paths optimised towards the specific end result they have in mind (which is a very different set of requirements from what the automotive industry typically needs). They already have a real-time solution (in the new method we're waiting for), why take a step backwards to samples again?

Besides, making high-level samples from a fully-functional physical model sort of defeats the point of having a fully-functional physical model! But in Sonory's case it's about providing assets in a format already well understood in the wider game audio "community", and offering a cheaper alternative for those studios who don't have the budget to record a real car and spend hours processing the recordings to be usable in-game.
 
They already have a real-time solution (in the new method we're waiting for), why take a step backwards to samples again?

If they already have a real time solution, why are we waiting for it?

The point was that whatever PD does or doesn't have, it's not functional yet. Whatever Sonory has is, and if it's their livelihood (or his livelihood) then they likely know a lot about it.

Trying to learn everything from scratch is a bad way to work when there are already professionals in the field. Hire experts, learn from them, and then improve on their work yourself. Otherwise you're just repeating work that someone else has already done. Waste of time and money.


I don't have as much faith as you that PD have a working system. Whatever the RB Junior is indicative of, it's not a final solution.

Besides, making high-level samples from a fully-functional physical model sort of defeats the point of having a fully-functional physical model! But in Sonory's case it's about providing assets in a format already well understood in the wider game audio "community", and offering a cheaper alternative for those studios who don't have the budget to record a real car and spend hours processing the recordings to be usable in-game.

I wasn't suggesting that they get Sonory to make samples. I was suggesting they use Sonory's physical model, which is demonstrated to actually work in a commercial environment. If they can't get a cut-down version of that running in real time, then using it to make highly optimised samples would be an acceptable stopgap.

But working from a functioning, successful physical model that can simulate real engines would seem to me to be a good place to start. All we've seen so far is entirely fictional engine notes on fictional cars, if indeed the Red Bulls were generated that way.
 
@DonZonda, @starknight97, serious.
I know that vacuum cleaner sound what you are speaking, except I have to "detune" my audios to get that sound, have pretty clear sounds on here, better than those on that video.

I want those Audios which can magically turn GT sounds to awesome!... No seriously really?! You know cars Sound even more Raw in reallife than in the Video I shown? The GT Sounds are not even Close to compare and no Audio set up in the world can Change them. They can just enhance the bad Audio with a Little more Bass but the Overall bad samples and soundmix wont Change. No disrespect to you but if you like them umm good?! But for me not reasonable in any way how they can Sound good and better to you.

Peace
 
If they already have a real time solution, why are we waiting for it?
Good question.

@Griffith500
Thanks for answering my question. I like your posts, because you know more about sounds and you have more faith in PD than i do. Why aren't they using their new method on all new cars in GT6?
 
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If they already have a real time solution, why are we waiting for it?

No idea, in honesty, but it's already on the RB cars as an exaggerated exhaust-only version. There is only one exhaust preset in use, but it's "driven" differently for the V6s versus the Junior's 4 cylinder engine - so already you should be able to see its flexibility. Based on that, they're wanting to add extra layers and introduce a new mixing scheme to cope with them, maybe a robust virtual channel switching, source grouping and per-source LoD scaling algorithm, or any combination / omission, is the holdup.
The point was that whatever PD does or doesn't have, it's not functional yet. Whatever Sonory has is, and if it's their livelihood (or his livelihood) then they likely know a lot about it.

I'm sure the model itself is functional on superior hardware, the exhaust already is on PS3 - again, I think it's a mixing issue of squeezing so many more channels onto the SPUs and doing so in a way that sounds don't disappear noticeably. I'm sure PD know more for simply having engineered their own solution running in realtime, as opposed to putting numbers into a commercial simulation software package. Don't be so simplistic.
Trying to learn everything from scratch is a bad way to work when there are already professionals in the field. Hire experts, learn from them, and then improve on their work yourself. Otherwise you're just repeating work that someone else has already done. Waste of time and money.

Just going by the RB cars it's plain to see that no-one is doing what they've already done. And there's more to come. Doing it from scratch actually is the only way to make progress, samples are a dead-end - always re-assess prior assumptions, it's good engineering practice because things change quickly and often. Plus, they'll have the professionals that actually matter on-board already, no doubt. People with real experience in real-time sound synthesis techniques and tricks. GT has always had sound designers, but it wasn't until GT5 Prologue that it got sound simulation credits, too.
I don't have as much faith as you that PD have a working system. Whatever the RB Junior is indicative of, it's not a final solution.

No it's not a final solution, but as with GT5 Prologue hinting that they were working on this system, it's the gaps and discrepancies in those cars that point to what's really going on.
I wasn't suggesting that they get Sonory to make samples. I was suggesting they use Sonory's physical model, which is demonstrated to actually work in a commercial environment. If they can't get a cut-down version of that running in real time, then using it to make highly optimised samples would be an acceptable stopgap.

They can't do that in realtime, because their model is not a real time model! If it were, they'd offer it as such! (This has happened in the past). Stop being so simplistic!
But working from a functioning, successful physical model that can simulate real engines would seem to me to be a good place to start. All we've seen so far is entirely fictional engine notes on fictional cars, if indeed the Red Bulls were generated that way.

Time will tell as to how accurate they can get it to sound on a per-car basis, and will hinge just as much on the usability of the dev tools they made for the existing sound artists as it will the synthesis method itself. But really the hard work's been done: getting the real-time synthesis working to such exquisite responsiveness and detail in the exhaust alone, as demonstrated by the RB cars.

That exhaust sound can easily be tweaked and filtered etc. to create any range of colours and qualities, which will interact dynamically with whatever is driving it - again, as demonstrated by the RB cars. It's the "driving" part that's the real challenge, at any rate, and that seems fine; they appear to have solved what I considered to be unsolvable in that respect, going by the sheer sense of continuity in the smoothness of the sound progression over the rev range. You don't get that with samples.
 
You know cars Sound even more Raw in reallife than in the Video I shown?

I know how cars sound on real life, loud blow off valve from 500hp JDM is just slightly sounding in car when driving, exhaust note is really muffled in cabin, there is no sharp edge sounds on engine/exhaust/B-OValve/WasteGate, those sounds can be loud, mostly not audible from cabin if windows are closed and not on tunnel or between houses/walls.(some occasionally heard raw sounds might happen, but not constantly, not speaking V8F1 etc.)
Those sounds on that video are not leveled to go on "right scale", that is what I mean by saying it raw, patchy pack of sounds just clued together doesn't make them _good_.

The GT Sounds are not even Close to compare and no Audio set up in the world can Change them. They can just enhance the bad Audio with a Little more Bass but the Overall bad samples and soundmix wont Change. No disrespect to you but if you like them umm good?! But for me not reasonable in any way how they can Sound good and better to you.

Not saying at they are best of sounds, but haven't seen any video where all areas of audio are audible what I have on my home. I'll try to find some good microphone from my home and record a bit, direct line record needs db51 input what I don't have.
 
I don't know but I find GT's mixing extremely off. In the cabin there is no muffled sound in GT except the vaccum cleaner engine sounds and the exhaust is completely missing which you definitely hear inside a car. Also the BOV, ever driven a car with a Turbo? If you lift the throttle you surely hear the BOV Sound very dominant inside since it's right in front of you under the Hood.
In GT you only hear the muffler in the Roof/Hood cam or chase cam. Cockpit cam is only the strange woooosh from the engine they create. No intake Sound and almost no exhaust note.
 
I know the sounds in gt6 are not great but i have found if you turn the in game volume levels down to less than 50 then use tv volume they get at least a little bit better
 
Hardware is a limitation but the terrible sounds have been talked about for 2 generations now, when they were developing for the PS3, they knew damn well the limitations and it's their job to create the best experience possible within the resources they have.

That's the problem, they could have better sounds but they choose not to, they keep focusing on the wrong areas.

The increased resolution, the stars at night, the new lightning engine, etc, all the resources spent on that could've been used for better sounds but no.

If you were drowning, Polyphony Digital would throw you a hairdryer.
 
In GT you only hear the muffler in the Roof/Hood cam or chase cam. Cockpit cam is only the strange woooosh from the engine they create. No intake Sound and almost no exhaust note.
There is the difference between my audio setup and yours, having no problem to hear exhaust note, or engine sounds when on cockpit, that is thing what I'm trying to prove you.

And BO-Vale sound is pretty low when listening it in car, some exceptions can be on some cars where there is stripped firewallplate / or stupidly made holes for in car equipment such as stereo power line drilled thru firewallplate and no good shimming on hole, this kind of situations are not "right way" of tuning of fixing car.


Sileighty Stock - audio file, not excellent but something..
Sileighty 450pp
AQS1Anni Stock

those records are made incar view (bumber cam) with some cheap MP3 recorder with "singstar" mic, some bass coming thru, not all :)
 
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I want those Audios which can magically turn GT sounds to awesome!... No seriously really?! You know cars Sound even more Raw in reallife than in the Video I shown? The GT Sounds are not even Close to compare and no Audio set up in the world can Change them. They can just enhance the bad Audio with a Little more Bass but the Overall bad samples and soundmix wont Change. No disrespect to you but if you like them umm good?! But for me not reasonable in any way how they can Sound good and better to you.

Peace

Either your sound systems isn't that good, you don't know what some of these cars actually sound like or who knows what. Their are plenty of cars in GT6 that sound like their real life counterparts. I can see people saying all their cars or half don't, but to say none of them are close means people don't know what the actual cars sound like. Exact almost just to name one car, BMW M5... You can't tell me anything other because that's a fact... Audi R8V10 is dead on... I could go on with at least a dozen cars that do. Wether people believe it or not, GT has gotten at least the 07 GT-R and 2012 GT-R's sound good also. I'm talking exterior third person view sound. If you want to get to cars that I've driven that sound close or the same I can name a couple. Point being this end all all GT sounds are crap discussions can be toned down when you got car guys on this forum who know a lot more than video games and know what sounds like what. I can't speak for all cars in GT, but I can speak for ones I've driven, raced, friends own, or are a part of the car club I'm in, test driven... I can go on for days
 
Point being this end all all GT sounds are crap discussions can be toned down when you got car guys on this forum who know a lot more than video games and know what sounds like what. I can't speak for all cars in GT, but I can speak for ones I've driven, raced, friends own, or are a part of the car club I'm in, test driven... I can go on for days
No offense, but you are not the only person with ears which bought GT and drove real life cars. :P
In fact, i believe everyone knows how cars should sound and some of them drove a car which is in GT, too. And some of those people criticise GT for having bad sounds. Of course everyone has their own opinion.
 
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No idea, in honesty, but it's already on the RB cars as an exaggerated exhaust-only version. There is only one exhaust preset in use, but it's "driven" differently for the V6s versus the Junior's 4 cylinder engine - so already you should be able to see its flexibility. Based on that, they're wanting to add extra layers and introduce a new mixing scheme to cope with them, maybe a robust virtual channel switching, source grouping and per-source LoD scaling algorithm, or any combination / omission, is the holdup.


I'm sure the model itself is functional on superior hardware, the exhaust already is on PS3 - again, I think it's a mixing issue of squeezing so many more channels onto the SPUs and doing so in a way that sounds don't disappear noticeably. I'm sure PD know more for simply having engineered their own solution running in realtime, as opposed to putting numbers into a commercial simulation software package. Don't be so simplistic.


Just going by the RB cars it's plain to see that no-one is doing what they've already done. And there's more to come. Doing it from scratch actually is the only way to make progress, samples are a dead-end - always re-assess prior assumptions, it's good engineering practice because things change quickly and often. Plus, they'll have the professionals that actually matter on-board already, no doubt. People with real experience in real-time sound synthesis techniques and tricks. GT has always had sound designers, but it wasn't until GT5 Prologue that it got sound simulation credits, too.


No it's not a final solution, but as with GT5 Prologue hinting that they were working on this system, it's the gaps and discrepancies in those cars that point to what's really going on.


They can't do that in realtime, because their model is not a real time model! If it were, they'd offer it as such! (This has happened in the past). Stop being so simplistic!


Time will tell as to how accurate they can get it to sound on a per-car basis, and will hinge just as much on the usability of the dev tools they made for the existing sound artists as it will the synthesis method itself. But really the hard work's been done: getting the real-time synthesis working to such exquisite responsiveness and detail in the exhaust alone, as demonstrated by the RB cars.

That exhaust sound can easily be tweaked and filtered etc. to create any range of colours and qualities, which will interact dynamically with whatever is driving it - again, as demonstrated by the RB cars. It's the "driving" part that's the real challenge, at any rate, and that seems fine; they appear to have solved what I considered to be unsolvable in that respect, going by the sheer sense of continuity in the smoothness of the sound progression over the rev range. You don't get that with samples.

I think before we get too much further into this conversation, we're probably going to have to address something.

You're hearing something in the Red Bull samples that is making you sure that they have this technology and that it's wholly functional. I'm not in an audio profession, I can hear that the sounds are different (better!), but I can't read anything into the sound as to how they're doing it. Which is why I'm dubious that they've got a wholly functional new solution as opposed to them just bodging something together.

I'm unlikely to be able to train my ear to hear whatever it is. So if you were me with bum ears, how would you go about recognising the difference between the sounds in a way that doesn't require a trained ear? Is there some sort of analysis or tool that I can learn to use that will give me more insight into the sounds, so that I can see the difference between samples and "other"? Then maybe I'll be able to speak meaningfully about what those differences show us about PDs techniques.

I don't need you to do the work for me, but I do need pointing in the right direction so that I can start educating myself. Otherwise I could be here for years trying to figure out what I should be doing.

There are other points I would like to address in your post, but I think it's a bit silly to do so until we can establish some objective evidence for a new technique being used.
 
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