Give us better sounds - PLEASE !!

  • Thread starter steamcat
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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 whichvideo o in GT, tond some of those people criticise GT for having bad sounds. Of course everyone has their own opinion.

Humm... did i say I was? Dont insult my intelligence. Im speaking logically and if you cant reply logicaly, cool...but, of course im not the only person to drive a car in GT silly.Its a big damn difference from a person who pulls up a video or has seen a car drive by and think they know what a car sounds like, compared to a person whos around certain types of cars or has driven certain types. Its a world of difference from a car guy to a person who likes cars because of a video game. Its a level of intelligence on the subject matter. Im no game developer so im ignorant to anything they know of or can speak in depth on so i wont comment, ill just listen. my initial gripe was that no one in their right mind and criticize all GT sounds when some cars sound like their actuall counterparts. I see a lot of ranting in general from individuals who are just gamers and not car guys, or have never even seen or heard or drove about cars their bashing, or who dont know how to set up their systems and the game itself to get the rawest sound intended by the developers. Not even gonna get into sound systems... But all in all my point, dont comment on a car or sound especially if your only source of knowing about a car or cars in general is a video game.
 
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.

There is no way for me to help you listen past your prejudice against a supposed bodged solution, but I appreciate your attitude otherwise (I honestly don't know how to "correctly" convey what I hear, often.)

As for what to listen for, if it requires a trained ear, then you need to train your ear. I doubt that's the case, as I've observed comments that describe precisely what I hear, only in laymen's terms. The simplest thing to listen to is how the rasp builds and decays and rebuilds as the revs change, and the way that the off-throttle tone comes in and how you can play with the "flow simulation" by feathering the throttle, and generate pops in the process. Then try to find a sampler that does the same thing, and, better still: try to work out how a sampler could do such a thing (because it could, with great effort).

Since all it takes to hear those things is an attention to detail and a precise understanding of how real cars sound (that is not the same as casually listening to them over your lifetime, you must pay attention; I was surprised by the range and depth of my own misconceptions), specific ear training for actual techniques shouldn't be necessary. You'll just recognise that some things are less wrong than others, relative to the real thing.

But if training your ear to hear specific techniques is what you're left with, you need to get hands on experience with advanced synthesis and signal processing, or certainly at least the basic methods. A good place to start is here, it's where I started - my engine sound synth is built in pd (but fed by all manner of pre-processed data).
 
There is no way for me to help you listen past your prejudice against a supposed bodged solution, but I appreciate your attitude otherwise (I honestly don't know how to "correctly" convey what I hear, often.)

It's not about listening past my prejudice, that's not what I said. It's that I legitimately don't know what I'm supposed to be listening for in order to identify a sound simulation. And even if I did know, I doubt my ability to hear it without practise.

Without being able to hear something that I can clearly identify as sound simulation, I don't think it's unreasonable for me to doubt that they're actually doing it. Russell's Teapot and all that.


Are people really doing all this by ear with no frequency analysis or numerical modelling? I assumed that there would be some way to analyse the sound to identify the jumps between samples even if you can't hear them.

Chippy did a good job some time ago demonstrating what it sounds like as you use less and less samples to build a rev range. There was a clear and demonstrable difference, even to a layman.

What difference would you expect to hear between a good set of samples, and a synthesised/simulated rev range? And then how could you identify that, without using your ears?

A good place to start is here, it's where I started - my engine sound synth is built in pd (but fed by all manner of pre-processed data).

I don't want to build sounds, I want to analyse sounds. I suspect you're approaching this from a holistic perspective, because you have the skills and you can. I can't (or can't spend six months learning the entire field from scratch), and I need to be able to isolate the differences that separates the old GT solution from the new. I'm starting from the opposite end to someone designing a sound simulation, I merely need to be able to pick their sound sim from other techniques.

Think of it as a sound Turing Test. I need to be able to identify a sound simulation without being able to see whether it's a sound simulation or not. That doesn't necessarily require knowing how to build a sound sim.

All the things you describe about the sounds of the Red Bull are great, but I don't see how any of them lead inescapably to the conclusion that it's sound simulation. If we're really going to go down this path of assuming that they're simulating sound I don't want to be giving the benefit of the doubt, I want to be sure.


I'm still going to read through those procedural sound generation tutorials because I think they'll be interesting, but I doubt that it's going to give me what I'm looking for. They're making sounds, not analysing sounds. The knowledge overlaps to some extent, but it's not necessarily identical.
 
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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.

Seriously?! You can recognize the V10 exhaust note and that it kinda sounds like it does in reallife. The M5 for example sounds from the exhaust OK but not as it does in reallife the growl and brutal screaming and one of the most important aspects of the M5 sound is missing completely the deep intake sound we wont even speak of! Same goes for the R8 V10 how could you say it soulds like in reallife from the exhaust??? Not reasonable to me... I deal with such cars pretty often and know what I am talking about. The GTR is pretty good I agree.

The Type R Civic EK9 in GT6 sounds also like I don't know what, but if I do you a soundfile of my EK4 civic... it sounds brutal compared.

It has nothing to do with my Audio set up since other games do well... and I know pretty good how cars sound like.

GT sounds just arent right.... if you are statisfied and think they sound how they are supposed to I am happy for you but I don't !
 
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Seriously?! You can recognize the V10 exhaust note and that it kinda sounds like it does in reallife. The M5 for example sounds from the exhaust OK but not as it does in reallife the growl and brutal screaming and one of the most important aspects of the M5 sound is missing completely the deep intake sound we wont even speak of! Same goes for the R8 V10 how could you say it soulds like in reallife from the exhaust??? Not reasonable to me... I deal with such cars pretty often and know what I am talking about. The GTR is pretty good I agree.

The Type R Civic EK9 in GT6 sounds also like I don't know what, but if I do you a soundfile of my EK4 civic... it sounds brutal compared.

It has nothing to do with my Audio set up since other games do well... and I know pretty good how cars sound like.

GT sounds just arent right.... if you are statisfied and think they sound how they are supposed to I am happy for you but I don't !


I can speak speak pretty strongly on the M5 because I was in the market for one, and two of my friends own one. When I was in the market for it I had it home for two days my self. I decided to buy two cars my 335i and c350 instead of the M5. It was and 08 I was looking at. Like I said, GT has got the M5 down so you need to stop talking about that. Trust me.

As for the R8 V10 and hell the R8 V8, GT is extremely close to the real sounds of the exhaust. The A6 4.2 i owned had the same block the R8 4.2. I don't need to list why I know about those two Audi but if you want to comment on them like you know what they sound like you did on the M5 i can go there. If you notice I speak pretty strongly about certain cars.... You speak about the car sounds in general. My argument is that GT does make good sounds for some cars not all, your argument is that they all sound like vacuum cleaners which is a cop out and unrealistic analyzation that you can sit on a forum and say 1200 damn cars don't sound right, when you got people who can prove a lot of the cars don't sound like "vacuum cleaners" and that's some of the cars sound like their real life counter parts. For you to say anything about an M5 on what I said about it is silly. How many times do you think I've driven one outside of having it two days when I was in the market for it? I've driven my friends car just as much and they driven mine. I know the 06 and 08 M5 like their my own cars. What the hell are you talking about intake sound from the M5....? You don't hear anything in the M5 till you start hitting about 3000 rpm and it ain't intake. Stop trying to sound like you know about an M5 when you don't know anything compared to a person who experiences two of them every other day. You start the car it sounds like its smaller in displacement unless your doing a cold start. It's a quiet car until you get in it and it starts to scream when you get into it and I don't mean everyday driving rpm, you have to get into an M5 to really hear it. 5600rpm and and above. You've never driven a M5 cause if you did you would have said it and not said....uhh, I know blah blah blah....

For you to say it has nothing to do with an audio set up is ignorant. You mean to tell me a person with a CRT box tv with that audio is experiencing the game in the same light as a person with a low mid or high level audio system? Let alone a person knowing how to set up their PS3 audio in settings to optimize the sound, which a lot of people don't even know what to pick. You have setting the game for the optimal sound also. I've heard some cars on youtube videos that sound like just what everyone says...vacuum cleaners. I've taken the same cars and tested myself to understand what's going on. Idk how many vacuum GT-R's are out on the web.... But in my home on my system with the proper settings for my PS3 and GT6 itself, the GT-R is one of the only cars that get the sound on the head. So audio set ups and people knowledge of their chosen audio system and proper sound settings on the game and the system are a huge factor.

Why are you comparing other game sounds to GT? My debate hasn't been over other games it's on GT and defending the point not all cars sound like what a lot of people say and some sound as close to real as it can get with the hardware. I'm not worried about what another game does with their sounds. If you have such a complaint about GT sounds don't sit here and complain about them, go play another game that you think the sound is better.

Lastly don't sit and tell me that a sound to a car isn't right unless you know. The type R civic you said, I know nothing about. You can talk about the sound not being right all day because me listening to a video of that car will not let me know how it sounds. Not unless someone owns one or is around one all the time can comment on what you said about that car. As for me you commenting on my cars, unless your around them a lot or all the time like I am, what the hell can you say about what I know? Yes seriously!
 
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@Matt Boyd
First of all, being a german living in Germany working in the car industry and being around this type of cars all day every day... you can't tell me anything in regards of those sounds. If you would want to teach me about american Muscle sounds I would greatly like to learn but not about german cars my friend...
Well you can but It's your personal opinion and feelings as I also have mine and it seems like we have another recognition of sound. No in-take noise in a M5?! Yeah right... What ever.
And I dont say every car sounds like a vaccum cleaner, where did I ever say that? I just say they dont sound right and many of them vacuum cleaner like. Also many of them sound kind of like they are supposed to be in low revs or at higher revs like the Lexus LFA. And not again the Audio set up excuse come on man... I dont have to say anything about that. But seems like GT sounds magically change with the high end Audio set up. While other game sound already awesome on low quality speakers and even more stunning on high end set ups...
You know what I acually play other games since I am not brand loyal, I play ProjectCars, Assetto Corsa, Forza and even arcade racers like Need for speed rivals.
And what a suprise!!! They do sound all more accurate and life like than any car GT and that even miles ahead.
 
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@DonZonda

Hey dumba$$. Real ignorant comment from you. If you want to be an idiot and say only Americans can talk about American cars than I'm sure you'll have a bunch of Americans up your a$$. You're saying since your German and live in Germany, only you know about German cars...? That's the stupidest thing I've heard. Are you a child because if you are that explains that comment. That's saying only the Brits know about land rover, jaguar mclaren, only the Asians know about Toyota, Nissan and Subaru, only the Italians know about Fiat, Maserati Lamborghini, or only the Americans know about Cadillac, Ford and Chevy. Ignorant, ignorant, ignorant comment.

Your saying a lot of open ended stuff with no facts to back it up. You drive a damn civic but live in Germany, but you want to talk about how Germans know German cars... Contradicting self... But your a German driving and Asian vehicle. I don't care you work in the industry, yet no facts to back it up on what you do or how you know anything to begin with about cars. You ever think about what I do.... Obviously not. Must be a reason why I have exposure to certain types of cars right.... That's right you don't think before you comment.

Yes again with the sound. Yes ladies and gents, your sound is comparable if you have a flat CRT tv from 2003 with the speakers built in to it, to a person lets say, that has a Low, mid or high level audio system.... NOT!!!!Another ignorant comment. You continuing to discuss other video games is irrelevant also, for one, my discussion is only about the cars in the Gran Turismo 6 game. You keep talking about all of these other titles that have nothing to do with...you guessed it, the topic of discussion which is GT6. What does another car game sound have to do with the sound of GT6? Exactly, I could care less what any game sounds like.

Yes intake noise dummy. It's not prominent on the m5 06 and 08. No on drives in front of the car, it's not prominent inside the cabin. That proves you've never been in one or driven one. Stop talking out of your base of knowledge. You Americans can tell me about muscle car sounds.... Insulting please shut up with that. This is one of the biggest markets for all auto manufactures. To add to that I own and have owned mostly German vehicles. Just because you live in a certain area doesn't mean you know jack about the cars in the country. Ignorant.... Man am I glad I get a lunch break so I can shut down posers who think they can tell someone about something they experience first hand. Nice civic mr I'm so German I know German cars. I can barley hear the BMS dual cone intakes in my 335 and you talking about hearing them in a stock m5 with all that installation.

Barley. Not prominent like your civic or a tuners car like your insinuating like oh it's all I hear. M5 is intake sound. No M5 is quiet dummy. Get beyond 5000rpm it screams, other than that it's a minimal rumble. It's just enough of a sound to let you know you got 4-500 hp on tap depending on which mode your in. It don't scream unless you make it scream. So tell me about your civic and don't tell me what I know from my 1st hand experiences. You could have left this debate about the car sounds. I don't take insults from the ricer crowds who's dreams are to some day trick out a STI or an Evo. You opened up a can with your subliminal insult to Americans (as if we can speak on muscle cars only) and I didn't take that lightly. If you were on a car forum we have freedom to say exactly what I want to your beyond ignorant comment. This place is censored because it's children and teens on it. I managed to type this and eat my Panera Bread at the same time. If it's errors and misspelling and crappy punctuation, my bad.
 
Man I dont even want to reply to your huge post, but you take the Thing the wrong way.... I didnt say that because I am german I know how ist supposed to Sound... NO I say it because I live here and be surrounded by those cars every day and in Addition I even work with those cars... Buuuuuut you start to get offended in anyway I wont spent time now replying to all that **** you just wrote. And why I drive a japense car? Because all I see all day everyday german cars they arent Special to me I'd prefer a TYPE R Intergra anyday over a M5. Eventhough I dont have the Money to buy one.
But hey it seems you taking that way too serious and I dont even want to proof somebody anything on a Forum living on the other side of the planet. Take it as you want as a win or what ever but I give up on you...

Peace and wisdom to you.
 
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.

(In my most sarcastic voice)....I never said GT cars sound like vacuum cleaners.... Weird... What did I just read above in this comment. Contradicting.... Someone proves they don't think before they post.

Man I dont even want to reply to your huge post, but you take the Thing the wrong way.... I didnt say that because I am german I know how ist supposed to Sound... NO I say it because I live here and be surrounded by those cars every day and in Addition I even work with those cars... Buuuuuut you start to get offended in anyway I wont spent time now replying to all that **** you just wrote. And why I drive a japense car? Because all I see all day everyday german cars they arent Special to me I'd prefer a TYPE R Intergra anyday over a M5. Eventhough I dont have the Money to buy one.
But hey it seems you taking that way too serious and I dont even want to proof somebody anything on a Forum living on the other side of the planet. Take it as you want as a win or what ever but I give up on you...

Peace and wisdom to you.

That's cool kid but it could have been left as a debate on sound till you continued to talk sideways. No ones gonna tell me about my experiences and say I'm wrong about what I've experiences and not hear what I got to say about it. You got nothing nice to say to me then don't say it unless you want me to respond. Simple as that.
 
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That's cool kid but it could have been left as a debate on sound till you continued to talk sideways. No ones gonna tell me about my experiences and say I'm wrong about what I've experiences and not hear what I got to say about it. You got nothing nice to say to me then don't say it unless you want me to respond. Simple as that.

Yeah exactly... anyways there is only one Thing I can't left to be open. The Industrie I work in because I am just a gamer kid with no knowledge...
Well... here a Picture of my company working clothes ;) Just that you know who you talking to you know? Because of the Thing with open ended stuff... and knowledge



And eventhough thats not BMW I driven your M5 already ;)
 
@Matt Boyd

When you claim that the E60 M5 doesn't have intake noise in the cabin it goes a long way to show that you don't quite know how to indentify and separate the individual aural components that make up the complete soundstage.

And your comment on the R8 4.2 doesn't exactly help your case.

Also, trying to inform someone that they're being ignorant and insulting in an ignorant and insulting manner is most often a fruitless endeavour.
 
GT6 sound settings:

SoundEffectMasterParameter
Transfer_parameter_set

car_exhaust_cockpit
car_engine_r_cockpit
car_engine_f_cockpit
car_nos
car_brake
car_tire_sound
car_horn
car_crash
car_tire_landing
car_harshness
car_turbulence
car_transmission
car_wastegate
car_blowoff
car_supercharger
car_turbocharger
car_afterfire
car_exhaust
car_engine

SoundEffect
TransferParameterSet

car_mirror_sound
open_car_cockpit
race_car_body
race_car_cockpit
normal_car_body
normal_car_cockpit

SoundEffectViewDependentVolume

another_car

SoundEffectParameter
cone_inner_angle
pitch
gain_hf
gain
flags
direction
position


Is the sound in GT done the same way as Live for Speed? If you use the engine sound swap with the hybrid editor and share one engine sound with multiple cars it'll sound different in each car. Why?
 
@Matt Boyd

When you claim that the E60 M5 doesn't have intake noise in the cabin it goes a long way to show that you don't quite know how to indentify and separate the individual aural components that make up the complete soundstage.

And your comment on the R8 4.2 doesn't exactly help your case.

Also, trying to inform someone that they're being ignorant and insulting in an ignorant and insulting manner is most often a fruitless endeavour.

Who are u.... I said it's intake noise is not as prominent like the guy I was debating with said not that there's none... Read what we both read before commenting and being wrong.

Elaborate on what you mean with not helping my case with the 4.2 engine in the r8... Which is used in the 05- current a8, the a6 4.2 which I've owned, the s5 the older rs4 I can go on days for that base block that's been used in all those cars and modified or updated from their respective siblings in the company. They all have the same tone like their from the same family. I chose not to elaborate on that to him but why would I need to. Why else would I relate the engine sounds of a bunch of different cars with a 60-70% of the same engine components? Not saying they produce the same sound exactly, (highs and lows)but they produce that family sound from the respective displacement.... Please elaborate on

"And your comment on the R8 4.2 doesn't help your case."

As for your last comment....We're not the same people so don't assume I would get my point across in the same manner as you would and your out of place and out of line if your judging me on me not commenting within your guidelines. If I didn't like what he said I will react accordingly to what I would like to say, not in your standards.

The crappy attitude concerns me more to be honest. You want to sort that out before you post anything else.

What constitutes a crappy attitude...? Because I didn't like what was said to me and said something back? What's the forum or any forum for... To voice your opinion right? I'm not running off using profanity. If I got a message like this so should the other individual in the debate. This one sidedness is unprofessional having a title of moderator. Both individuals should have gotten a comment, not one. He said plenty himself.
 
If I didn't like what he said I will react accordingly to what I would like to say, not in your standards.
You will respond in a manner deemed appropriate, nothing less.

What constitutes a crappy attitude...? Because I didn't like what was said to me and said something back? What's the forum or any forum for... To voice your opinion right? I'm not running off using profanity. If I got a message like this so should the other individual in the debate. This one sidedness is unprofessional having a title of moderator. Both individuals should have gotten a comment, not one. He said plenty himself.
You were the one being abusive. Let me deal with others as I see fit.
 
You will respond in a manner deemed appropriate, nothing less.


You were the one being abusive. Let me deal with others as I see fit.

Got it...Your defending his sly subliminal remark about Americans and explicit language in one of his actual post as opposed to me who may have use damn and dummy, oh and the word silly... Not asking you to defend me that came out weird, but I'm saying if you had a problem with the conversation, how do you as one of the persons who manages the site not say something to both parties? That kid kept going after he said he was done, contradicting himself again. You can't just read one post and past judgement.

You will respond in a manner deemed appropriate, nothing less.


You were the one being abusive. Let me deal with others as I see fit.

Alright.
 
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That pretty much did it for me. I'm not omniscient though, so if I missed something and someone else requires a warning, I'll get around to it.

Also, stop multi-posting; edit your previous post instead if no-one has posted since you did.

That's super light for what I could have said to him for putting Americans in a certain category. I'm not stupid, so he's not gonna insult me or my country and me not say anything. To add to the fact it was a blatant insult, we weren't even talking about American muscle cars at all. I was talking about GT6 sound and an BMW M5. He chose to say what he said. I decided to put him in his place so he'll think twice about running his mouth to anyone from the states as if we just know about muscle cars... Pretty much saying we're ignorant to anything else. I love how all these likes are from guys not from the US or have read what was said from the beginning.

I stated facts and kept stating facts. The individual I was having a convo with said blah blah....blah blah, no elaboration, let me talk about other video games sound. You can knock me on not following your sites content on saying a bit more than what you would like to see on your forum, and I have to respect that.

My mistake on multi posting.
 
That's super light for what I could have said to him for putting Americans in a certain category. I'm not stupid, so he's not gonna insult me or my country and me not say anything.
He said he can judge cars from german manufacture better, because he lives in germany and hears those cars everyday. Nothing else. Calm down please :)
To add to the fact it was a blatant insult, we weren't even talking about American muscle cars at all.
Correct me, please DonZonda, if i'm wrong. He means that you can judge american cars better than him, because you hear them everyday and he doesn't.
 
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He said he can judge cars from german manufacture better, because he lives in germany and hears those cars everyday. Nothing else. Calm down please :)

thats all I said and since I shown now where I work I guess it makes sense to everybody what I was reffering to. I had not even one Intention to offend anybody for their origin?!... As you said I was reffering to it because I usually listen and see at my work place alot of german supercars.
As this workplace also offers me to drive alot of other supercars.

So I pretty much know how they do Sound under load even on the dyno and this knowledge just let me judge GT sounds. Thats all.

He thought I was offending him because he is american and not german that he has no clue about german cars. But thats his Interpretation not what I actually said and meant.
 
He said he can judge cars from german manufacture better, because he lives in germany and hears those cars everyday. Nothing else. Calm down please :)
Correct me, please DonZonda, if i'm wrong. He means that you can judge american cars better than him, because you hear them everyday and he doesn't.

It helps to read everything....you guys are all over the place. The debate was on sounds then it got to him saying something in the likes of tell me about American cars not German cars because he lives in Germany and sees them everyday. As a car guy I took it as an insult. To add to that Ive mostly own German vehicles. I can't speak on all american vehicles just because I'm in the states you know... So it just came off left field to me that's all. It's a saying that that's all we know.... You can't judge the American culture on what our auto manufactures create as if that's what we like too. I'm into all cars from all countries.

I just wanted to debate sounds that's it. As a car guy ( like the type of car guy that's only missing 13 issues of car and driver from 1998- current type of car guy) it was insulting, nothing more. I don't have a problem with the guy. I didn't even know what country he was from until he began saying German such and such... To me that was dead right out of line...

We went from discussing game sound to cars... If we're discussing cars and you start a...you should only know this because your from there type war then it can get heated. All you have to do is look on a car forum, especially AudiWorld... Guys are jerks because you got RS6 and S6 owners talking down to 4.2, 3.0 and 3.2 owners from all over the world. People say some crazy stuff.
 
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@Whistle Snap could you elaborate on that at all? I mean, specific examples of what sounds were shared with what cars and how they differed? I'd love to be able to hear this effect, even more to be able to get involved with the hybriding this time since the audio designation has been separated from the engine designation this time (which might be indicative of being more update-friendly, but not necessarily.)

It's not about listening past my prejudice, that's not what I said. It's that I legitimately don't know what I'm supposed to be listening for in order to identify a sound simulation. And even if I did know, I doubt my ability to hear it without practise.

Without being able to hear something that I can clearly identify as sound simulation, I don't think it's unreasonable for me to doubt that they're actually doing it. Russell's Teapot and all that.

That's fine, but you used the word bodge, did you not? And you were adamant that PD are wasting their time building things from scratch instead of using an actual bodge! Whilst technically an argument from ignorance, it's really neither here nor there. I'm fully with you on finding an objective means of describing the phenomena at hand. I just question whether it's within my capabilities.
Are people really doing all this by ear with no frequency analysis or numerical modelling? I assumed that there would be some way to analyse the sound to identify the jumps between samples even if you can't hear them.

No, there isn't, really - I mean you could record some sampler output and run it through a spectrogram generator and compare it to a similar situation in a real recording, but the results would be difficult to control and there will be a lot of visual noise, in the sense of what changes you're looking for will be obscured by changes that aren't relevant. Our ear-brains are by far the most sophisticated piece of audio equipment we have access to, figure out how to rely on them "objectively" (it's remarkably useful). Besides, the evaluation of any synthesis scheme always involves a psychologically controlled test (e.g. "double-blind") for the perception of things like "accuracy" and "quality", since most schemes inherently introduce approximations or deliberate omissions based on previous tests, and specifically to gain performance at no expense of "quality". Sound as we perceive it is a construct of our brains, after all, and analytical results don't always correlate to the experiential "reality".

What separates the "new breed" of synthesis (now over 50 years old...) from the analytical old-school, is that they're built forwards from first principles using interactive whole systems, instead of reverse engineered by isolated parts - learning the first principles will go a long way to helping anyone's understanding, and they're not really audio-specific (except the psychoacoustic stuff, which is worth a quick look also).
Chippy did a good job some time ago demonstrating what it sounds like as you use less and less samples to build a rev range. There was a clear and demonstrable difference, even to a layman.

What difference would you expect to hear between a good set of samples, and a synthesised/simulated rev range? And then how could you identify that, without using your ears?

Yes, that demo was great; I wish he'd shown the effect of sample length as well, though. People are forced to try that for themselves to hear the effect, still. I can't at this point put a demo together, as I'm relegated to my laptop for the time being (convenient it most certainly is not).

Samples have a typical pitch shifting sound that you just have to listen through. You can see how that's "wrong" with a spectrum plot: think about singing two separate notes, then singing one note and pitch shifting it to the second, better yet grab a mic and try it for yourself. Knowing what pitch shifting sounds like in isolation might make it easier to recognise it in a multi-sampler, but that's ear training again. If you want to do it analytically, you'd have to design the experimental method yourself, as it's making my head hurt trying to pin it all down.

Generated methods don't suffer from the same spectral compressing and stretching: look into the idea of formants in speech synthesis, because pitch shifting doesn't preserve formants when it should, and relatively small inaccuracies in the formants at constant perceived pitch result in the perception of different vowels - see here. There are analogues to be found in engine sounds; indeed "source-filter model" is a speech synthesis paradigm (and is a very broad category), and is an area T10 are potentially looking at for the future of its engine sounds.
I don't want to build sounds, I want to analyse sounds. I suspect you're approaching this from a holistic perspective, because you have the skills and you can. I can't (or can't spend six months learning the entire field from scratch), and I need to be able to isolate the differences that separates the old GT solution from the new. I'm starting from the opposite end to someone designing a sound simulation, I merely need to be able to pick their sound sim from other techniques.

Think of it as a sound Turing Test. I need to be able to identify a sound simulation without being able to see whether it's a sound simulation or not. That doesn't necessarily require knowing how to build a sound sim.

True, but building the test does. That's beyond my abilities. At least getting a feel for the way the sounds are put together should get your critical ear twitching nicely, I never intended to simulate sounds at first either, I just wanted to know how they work (because I was investigating the possibility space of engine configurations from a physics standpoint, and got to wondering precisely how it affects sound, and stumbled across the "secret" wholly accidentally).
All the things you describe about the sounds of the Red Bull are great, but I don't see how any of them lead inescapably to the conclusion that it's sound simulation. If we're really going to go down this path of assuming that they're simulating sound I don't want to be giving the benefit of the doubt, I want to be sure.

Sound simulation is a tricky one, and arguably samples are a form of that (if you take the word "simulate" literally). It is inarguable that their exhaust rasp is physically motivated, though (take the time to think about what "rasp" actually is). "Simulation" or otherwise, it behaves in a way that cannot be reproduced except by these aforementioned "source-filter"-like interactions.

The parallels between the exhaust pipe resonance on the RB cars and a resonant filter on a traditional synthesiser (e.g. subtractive) should be obvious. It's how you construct that "filter", and more importantly in this case, the "source", that is the clever bit. As with subtractive synth, the overall "flavour" of the sound tends to be dominated more by the behaviour of the filter than it does the source, so the source cannot easily be scrutinised, but the filter can be in this instance. In speech synthesis, you can just about use that filter analysis to construct an inverse filter and hence discover the source, but engine sounds are highly non-linear in both the "source" and the "filter", so that is impossible (speech is marginally non-linear, mostly in the source: the vocal cords). However, the inverse-filter process is not totally useless for practical re-synthesis of engine sounds (just no good for proper analysis).

As for being sure, that's up to you. I don't expect anyone to be sure based on my observations, but if you want to understand it to the same degree, then I don't see how you can avoid the leg work. I'm not the Alan Turing of sound synthesis by any stretch of anyone's imagination, so I can't make it easier for you - maybe someone else can.

If you have access to a copy of Live For Speed, that has a fully adjustable "source-filter"-like synthesis method that was the inspiration for my initial attempts (it is not in itself a true simulation). Notice how smooth and expressive it is, despite the laughably low fidelity. I love it.

I'm still going to read through those procedural sound generation tutorials because I think they'll be interesting, but I doubt that it's going to give me what I'm looking for. They're making sounds, not analysing sounds. The knowledge overlaps to some extent, but it's not necessarily identical.

You'll be surprised, I think; you should see there is a lot of analysing, and tons of research, that goes into each of those patches - how do you know how to reproduce a sound if you don't actually know what the sound is? I think you're being simplistic again, and you should concentrate on that holism concept you correctly identified. Equally, you ought to have read it a bit and then commented, because prejudice! :P


To experts in sound synthesis (not me), a rich, natural and inherent level of interactivity in a synthetic version of a real-life sound's controls usually points to a model-based approach (physical or otherwise), although this is not apparent to any non-interactive listeners (the example usually given is that a virtual instrument is preferably model-based as far as the musician is concerned, but the audience is agnostic.) The very act of interacting with the new sounds and recognising that they feel different is proof alone that they are different.

The proof you personally require as to their nature can only really be gained by trying to get a sampler to exhibit the same expressivity - again, start with the resonant rasp effect: dynamic resonance of any kind is immediately indicative of a model of some sort, the result achieved is indicative of the motivation for that model, i.e. physical "simulation" or otherwise (because of psychoacoustic considerations).
 
It's that I legitimately don't know what I'm supposed to be listening for in order to identify a sound simulation. And even if I did know, I doubt my ability to hear it without practise.
Hey, hearing simulations is very simple. Are you hearing something that isn't actually that something? Then it's being simulated. :P

Seriously though, all game sounds are "simulated." What you and griffith talking about in this thread is which technique is being used. It's a small semantics issue, sure, but it'll help your searching.

The technique used in GT (and also in Forza, and quite a number of older racing games, and I think a couple iOS racing games) has a bunch of names but involves the use of loops. (The demo video I put together shows how that works.) Typically these loops are about a second long and at a steady RPM. The audio engine in the game knows what RPM the loop is at and can apply a pitch shift in sync with the game's RPM parameter. The loops are then crossfaded together, so you can "scroll" from one loop to the next. As my video showed, the less loops you have, the more the pitch stretching is noticeable.

The technique used by Codemasters, recent Need For Speed, and a couple other places is called "granular synthesis." Try this site to understand it better but basically you take a recording (of say a straight acceleration from idle to redline) and chop it up into millisecond "grains" which are then played back over and over depending on the RPM. If you think of the recording and imagine you could scroll over it like in a video player so it would play at any speed, that's kind of how this works. The slower you scroll, the more times over and over the system will play nearby grains. One drawback here is if you hold one RPM solid for longer than an instant you'll notice some weirdly fake sounds, which is why Codemasters has a hybrid system of both granular and looping.

Another technique that I don't think has been publicly used, though I think griffith is suggesting is what PD is doing, is to take a recording like the granular one, and run a Fourier transform at a very regular interval (say every 20 RPM). For every high number of harmonic peaks, assign a sinewave generator at that frequency, and then map out how the frequencies change through the RPM range. With something like 200 of these sinewaves, you would have all of the harmonic content of the recording. This is probably the most "pure" form of synthesis with respect to car sounds. It would nearly perfectly replicate the recording it was fed, but give you independent RPM control.

The last and most, err, "intellectual" technique is usually called "physical modeling." This is kind of like the technique above, but instead of replicating a recording, you take data and parameters off of the actual, physical engine and exhaust and use that to determine what the sinewaves should be doing. These days I think this technique is mostly conceptual, and I don't think anyone is using it in the real world, though I believe someday we'll get there. Companies that make exhaust systems and vehicle manufacturers will probably be the first to get tech like this.

Are people really doing all this by ear with no frequency analysis or numerical modelling? I assumed that there would be some way to analyse the sound to identify the jumps between samples even if you can't hear them.
There are some telltale signs and edge cases for all four above techniques, but there are also better and worse implementations of each that are relatively simple to hear. Loops are probably the easiest to pick out, just drive the car in the game and hold one RPM, and listen for the loop point. Granular will sound really unnatural when you hold one RPM. Synthesis, as good as the tech has gotten these days, will always be a bit "smooth" and cars with a very pulsing sound (like audi V8's, muscle cars) won't have that effect.

Chippy did a good job some time ago demonstrating what it sounds like as you use less and less samples to build a rev range. There was a clear and demonstrable difference, even to a layman.
What difference would you expect to hear between a good set of samples, and a synthesised/simulated rev range? And then how could you identify that, without using your ears?
frequency analysis would show a looping system if the crossloops weren't great, as you could see one noise "shape" being pitch shifted until the next loop's "shape" faded in. Sinewave-based synths typically look noise-free. That being said, the audible outliers are easier to catch.


I'm still not convinced the red bull is anything other than loops like the rest of the cars in the game, but they're better loops than other cars, though it's all smeared in some harsh distortion so it's tough to tell. It also makes no sense for them to have a one-off car in their otherwise-similar system, and there are a bunch of other logistical things that also make me doubt PD would do anything different for one car, but we don't need to get into that.
 
Thanks @Chippy569 , that helps.

So I've got loops, granular, this reverse engineered wave generator solution and a physical model based wave generator solution to consider.

I think I'll find myself an audio fourier program and give it a go. If loops and granular are audible normally it should be easy to spot the discontinuities in a fourier plot of a constant RPM section of audio, and that may allow me to analyse the RB sounds to see if they show similar characteristics at a level below that which is easily distinguishable by ear.

Synthesis should presumably show up with a lot less frequencies in the FT plot, since they're trying to build a sound out of a minimum number of sine waves. I'm guessing compared to a loop or a granule it should be obvious, but I may have to check that against something that's known to use synthesis. Live for Speed?
 
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Another technique that I don't think has been publicly used, though I think griffith is suggesting is what PD is doing, is to take a recording like the granular one, and run a Fourier transform at a very regular interval (say every 20 RPM). For every high number of harmonic peaks, assign a sinewave generator at that frequency, and then map out how the frequencies change through the RPM range. With something like 200 of these sinewaves, you would have all of the harmonic content of the recording. This is probably the most "pure" form of synthesis with respect to car sounds. It would nearly perfectly replicate the recording it was fed, but give you independent RPM control.

That's additive synthesis, and would fall under "old-school" by my classification. You can add a modicum of physical modeling by extending that to what's known as modal synthesis, although it has limited applicability to engine sounds. 200 modes is probably enough to give an OK impression, but for practical resynthesis in a game with several such sources, much fewer would be allowed, so you'd still need to extend the bandwidth by some means on many sounds generated that way, engines included. There's a great demo, here, which augments a "standard" modal synth with a particular way of representing the acoustic field each mode produces for better fidelity in a 3D mixing set-up. Not a monopole source in sight! :D

I've had very little success with a direct additive approach for engine sounds, because the relative level of the harmonics varies continuously and seemingly chaotically throughout the rev range, so you're left with another "blending" situation, as with samples. There are ways to get those variations "for free" with other methods, and additive can be used to supplement that sound (e.g. for mechanical noises whose spectrum varies little / simply with speed). Additive can be used as a pre-cursor, too, but there is nothing to suggest to me that PD are relying on it heavily (partly because you can't hear much "behind" their exhaust model).

The last and most, err, "intellectual" technique is usually called "physical modeling." This is kind of like the technique above, but instead of replicating a recording, you take data and parameters off of the actual, physical engine and exhaust and use that to determine what the sinewaves should be doing. These days I think this technique is mostly conceptual, and I don't think anyone is using it in the real world, though I believe someday we'll get there. Companies that make exhaust systems and vehicle manufacturers will probably be the first to get tech like this.

The automotive industry has 1:1 simulations, mostly in 1D, but that's generally acceptable for engine tuning and preliminary noise reduction design - there's even a book that tells you how to build your own (if you're familiar with the necessary numerical techniques). Mufflers are often fleshed out in 3D using coupled acoustics and fluid dynamics solvers, then retroactively applied to the 1D simulation and iterated. The results of either can be auditioned using a particular renderer (usually Rayleigh for speed, refer back to the modal synth link above for a comparison video of different renderers on the same synth output). This method doesn't use sine-waves as building blocks, rather the actual governing equations - i.e. some manipulation of Newton, or equivalent. Sine waves might emerge as a result, of course; these phenomena are non-linear, so the superposition principle doesn't apply and thus neither does Fourier.

I would call all of the techniques mentioned so far "intellectual", but there are many more besides, some of which are computationally cheap and physically based, or easily abstracted into cheaper forms.

There are some telltale signs and edge cases for all four above techniques, but there are also better and worse implementations of each that are relatively simple to hear. Loops are probably the easiest to pick out, just drive the car in the game and hold one RPM, and listen for the loop point. Granular will sound really unnatural when you hold one RPM. Synthesis, as good as the tech has gotten these days, will always be a bit "smooth" and cars with a very pulsing sound (like audi V8's, muscle cars) won't have that effect.

That's not true at all. If you're generating the sounds by ignoring the phase (because "phase doesn't matter"), then, no, you won't get any lumpiness. But engine sounds are not a constant texture, they are persistently dynamic, so phase relationships must be preserved (and this is where the bulk of the difficulty lies with an additive synth - better to use a method that is naturally phase preserving in the specific manner required for engines in the first place). Hell, I got a decent V8 burble using AM synthesis once, at least in terms of the lumpiness, it still sounded like amplitude modulation, of course.
frequency analysis would show a looping system if the crossloops weren't great, as you could see one noise "shape" being pitch shifted until the next loop's "shape" faded in. Sinewave-based synths typically look noise-free. That being said, the audible outliers are easier to catch.


I'm still not convinced the red bull is anything other than loops like the rest of the cars in the game, but they're better loops than other cars, though it's all smeared in some harsh distortion so it's tough to tell. It also makes no sense for them to have a one-off car in their otherwise-similar system, and there are a bunch of other logistical things that also make me doubt PD would do anything different for one car, but we don't need to get into that.

I wasn't convinced that the Red Bull cars were any different when all I had to go on were videos / recordings. Once I got to interact with them, I understood what all the fuss was about. I implore you to do the same. It's really quite the complement you're paying PD. :)

If you listen to the V6 cars and the Junior, you should notice that they appear to use the same exhaust. As in, the same physical exhaust pipe. Combined with the fact that it's still just an exhaust sound (it could have contained any mixture of sources, being "new"), and it's just used on these two engines, it could quite easily be a "one-off" tuning of their synth just as a sneak peek, so to say, to fit the current situation and code deployment (specifically: the mixing and localisation engine).


Thanks @Chippy569 , that helps.

So I've got loops, granular, this reverse engineered wave generator solution and a physical model based wave generator solution to consider.

I think I'll find myself an audio fourier program and give it a go. If loops and granular are audible normally it should be easy to spot the discontinuities in a fourier plot of a constant RPM section of audio, and that may allow me to analyse the RB sounds to see if they show similar characteristics at a level below that which is easily distinguishable by ear.

What you specifically want is a spectrogram generator, it's an image based method that displays the Fourier coefficients (their "magnitude", usually) as a pixel's "brightness", and the two axes are used for frequency and "time" (or equivalent).

An ordinary spectrum / "Fourier plot" is just a snapshot, based on a single window - if you window the entire recording, you just get the average spectrum, which tells you nothing about the dynamics you need to be looking for. (A spectrogram uses several Fourier analyses in small windows along the length of the sound, one for each pixel column, giving a map of the frequency content evolution with time.)
Synthesis should presumably show up with a lot less frequencies in the FT plot, since they're trying to build a sound out of a minimum number of sine waves. I'm guessing compared to a loop or a granule it should be obvious, but I may have to check that against something that's known to use synthesis. Live for Speed?

You could check it against LFS, yes, but you won't see any such absence of harmonics. That's because LFS's sound is not additive (which, as I've said, is also not the only generative synthesis technique in use), it's a source-filter technique in which the source is harmonically rich already (it's actually a sample, which you can change...). In addition, the filter is designed to further enrichen that as well as shape the harmonics in relation to each other as the revs change, in the way that it would on a real engine (assuming the real engine had a "source" like the ones in LFS do), that includes the particular "phase preserving" behaviour I mention above.

I'm curious to know what you both think of this:

In which an LFS replay is used to drive a custom synth, the game is muted.
 
Your clip is decidedly sinewave-synthed. It's missing all of the noise, fuzz, schmultz, whatever you want to call it that a real car (or real recording if you'd rather) produces. The forza guys use an "intake" "exhaust" and "engine" emitter type, and adding an "engine" sound would help a lot with your video there. One of the things i've heard others using additive synth do is to take your resulting synth output, subtract it back out from the original recording, and use the resulting "noise floor" so-to-speak to shape a white noise generator to get the noise back into the recording. As it stands the exhaust (not +) is the most obviously sinewave-based to me, as it's extremely clinical and missing all of the >10khz content.
 
Cue Tenacious D and his spiel about Japanese culture...
Japanese culture is distinctly Japanese.

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.
Right here, Toyota Supra Mk III owner. It just lacks some roar in the top RPMs but other than that, sounds like my car.

By the way, that was a fascinating discussion above about the various methods of recreating engine sounds. I'm very curious about that custom synth - soft synth? - used with the LFS software. But all this makes me believe even more that the Big Sound Advance is going to come on PS4, with plenty of ram for sample data, a multichannel sound synthesizer program, and room to host modeling and other synthesis functions. That doesn't mean that GT6 can't make admirable improvement, as GT5 did itself. But I'm thinking a real breakthrough is going to require a bigger more powerful platform to realize it.
 
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