Give us better sounds - PLEASE !!

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R.S
If GT just improved the gear shift sounds, add some kind of wobble and proper timing, then improve the physicality of the gearbox whine that it would improve GT sounds to be acceptable.

The gear shift sound in GT ATM are just dead and artificial with their instantaneity.

Thats true, they could even use the old bad samples to improve the sounds this way to make it less lifeless. The whole soundengine of GT is missing alot of things, and the mixing of the Parameters are also very wrong.
 
Thats true, they could even use the old bad samples to improve the sounds this way to make it less lifeless. The whole soundengine of GT is missing alot of things, and the mixing of the Parameters are also very wrong.
Yeah, the samples aren't too bad, the way they are driven is pathetic.

If they drive some better geashifts effect and better ambience and car chassis noise plus use correct samples for type of car (ie a v8 for a v8 and get the unique cars right) GT sound could be acceptable, not great but acceptable. Right now they are pathetic and why I did not buy GT6.
 
Quality of the sound can´t be compared to the samples (the actual sounds/noise).

When the PS3 came out I also bought a Sony Bravia Engine Home Cinema (is not the best compared to professional sound systems but it is quite good) for it because I wanted to use it via optical fiber. So I always use it via optical....still don´t like the engine sounds.
At night I use my Technics headphones and still the sounds won´t change...I can listen to the quality, more details, groove, the bass...etc.

Bringing that argument about "having or not a very good sound system" is far from being a fact or being correct. It is true that the sound coming directly from the TV speakers is different and it misses a lot of quality but the samples won´t change so the sounds are going to be the same overall. Same "noise" in other words.


Now, try other games, using other samples or as I say "the right car engine samples" and you´ll notice how good they are while using TV speakers or even a mono sound configuration.

Go try R3E on PC, push the gas a couple of times with any car...then come at me and say how lovely GT6 sounds are. ;)
Do you have a stand alone 5.1 equalizer and what type of speaker setup are you using?
 
Sound makes you a better racer? That's a first @Samus. In all my years that the first time I've ever heard that LOL. I've raced everything from a buggy to a sport bike and your statement is the first I've ever heard.
When racing a real vehicle you have the physical feedback of the body pitching and rolling to convey to you the information about grip and weight. When sitting on a couch looking at a TV, you don't use those senses - sound has to help fill in that feedback void.

As an experiment, try driving in <racing sim here> with the sound on, and then with the sound off, and then with it on again.
 
I can see where you are getting at @Chippy569, though for me sound is all about knowing when to shift and how my VR car is reacting along with the sensation from the wheel. I've learned to listen to the tone of the tires along with translating that to the sensation or feedback from the wheel in Gran Turismo. It's the same thing I do in a real car but without the full effect of pitch and roll of the car. Pending on the tone of the tire under load I can tell if the tire is being over worked or not. As we all know "A happy tire is a screaming tire" but there are time when that tire says "Leave me the heck alone, your'e working my nerves" and that when the tire is at it's limit or about to go over it pending on the track and conditions.

I truly understand they value of having the true sound of the cars motors but as it shifts correctly for the time beings then some should be fine for the moment, but we all know that will never happen. There are other simulators that have been noted to be far worse at the moment. Some all want perfection without effort even though there is a lot of effort evolved. Coding is a complex, and manning too get so many variables inline can be a donating issue, especially when adding a new element within the code.

End all I'm happy with the sound as it is. Question does the sound of a vacuum cleaner or off come from over tuning the cars motor to much the car or leaving it alone?
 
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Just did the ferrari FXX seasonal. I'm glad I did because I have been meaning to buy the FXX but after hearing how it sounds I glad I haven't. It's absolutely pathetic PD. Not sure whether they have actually given up recording cars in real life or if nobody at PD has access to YouTube but I would be embarrassed to release such an amazing car in a game if it sounded like that. So far off the mark it's laughable
 
I can see where you are getting at @Chippy569, though for me sound for me is all about knowing when to shift and how my VR car is reacting along with the sensation from the wheel. I've learned to listen to the tone of the tires along with translating that to the sensation or feedback from the wheel in Gran Turismo. It's the same thing I do in a real car but without the full effect of pitch and roll of the car. Pending on the tone of the tire under load I can tell if the tire is being over worked or not. As we all know "A happy tire is a screaming tire" but there are time when that tire says "Leave me the heck alone, your'e working my nerves" and that when the tire is at it's limit or about to go over it pending on the track and conditions.

I truly understand they value of having the true sound of the cars motors but as it shifts correctly for the time beings then some should be fine for the moment, but we all know that will never happen. There are other simulators that have been noted to be far worse at the moment. Some all want perfection without effort even though there is a lot of effort evolved. Coding is a complex, and manning too get so many variables inline can be a donating issue, especially when adding a new element within the code.

End all I'm happy with the sound as it is. Question does the sound of a vacuum cleaner or off come from over tuning the cars motor to much the car or leaving it alone?

Dude they've had 15 years.
 
Dude they've had 15 years.
We know they had 15 years, though didn't they state the sound models between GT5 and GT6 were completely different? I recall Kaz making that notion.

Addition:

15 years of sound bites as the tech evolve? Think about how much the sound graph has changed within the last 5 years.
 
Just did the ferrari FXX seasonal. I'm glad I did because I have been meaning to buy the FXX but after hearing how it sounds I glad I haven't. It's absolutely pathetic PD. Not sure whether they have actually given up recording cars in real life or if nobody at PD has access to YouTube but I would be embarrassed to release such an amazing car in a game if it sounded like that. So far off the mark it's laughable

What did yo do to it? The reason why I ask is becuase I just done a sound test with a stock motor with different parts and a fully tuned motor with different parts and the sound change with each part or mod.

Another note:
They may have gotten the base tone of the cars correct but improvised on the modified sound. We all know must if not all mod out the cars.
 
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What did yo do to it? he reason why I ask is becuase I just done a sound test with a stock motor with different parts and a fully tuned motor with different parts and the sound change with each part or mod.

?? Not sure what this means...
 
No sound system, crappy little TV speakers. Lets not get into the argument over whether it's the speakers that make the difference though because I just finished playing F1 2013 and it sounds great
Why are you assuming? Just asking a question. :ouch:
 
End all I'm happy with the sound as it is. Question does the sound of a vacuum cleaner or off come from over tuning the cars motor to much the car or leaving it alone?
I believe step-tuning is the secret to getting cars to sound right in GT6:lol:
 
No what you're doing is trying to find a way to put the bad sounds down to the user rather than it being PD at fault, like you always do.

Some (a lot of) cars just straight up sound poor, accept that. Everyone else has.
Unless you live in la la land, where everyone else has to accept the fact that they don't have a correct sound system.
 
No what you're doing is trying to find a way to put the bad sounds down to the user rather than it being PD at fault, like you always do.

Some (a lot of) cars just straight up sound poor, accept that. Everyone else has.

That's pretty much where I was heading... Heard it too many times
 
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Companies should take advantage of those people. Buy this 15,000$ sound system and sounds will be better. Buy the software update imagination for 10,000$ and the sampels will be different.
 
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Please name one current simulator with worse sounds.
Some are declaring that Assetto Corsa has horriable sound, though I can't tell because I don't have it. The sound in Sim Raceway is far worse than GT6 or 5 I think. Project Cars has a long way to improve the sound model, along with CODE Masters F-1 games.
 
No sound system, crappy little TV speakers. Lets not get into the argument over whether it's the speakers that make the difference though because I just finished playing F1 2013 and it sounds great

I really don't believe in forcing sound down to a quality that only translates well on poor hardware. There has to be a better way than sustaining buyer ignorance to facilitate cheaper parts costs, and for media producers to be forced to hack their products into a mess just to accommodate that cheapness (and because of their own misguided beliefs, at a high level, about what sounds "good", e.g. loudness wars).

Obviously, options are great, but sound in games is at a level of complexity that mixing and mastering is difficult enough for one target hardware, let alone allowing that mix to be variable (and user selectable) for all hardware. That surely is a challenge that the big middleware companies should be tackling, because I've no doubt that a system could be devised to do it, with the proper research (and they'd get to charge for a new version / update).

GT is the only racing game I know of that has a dynamic range option. It's really only half of the solution to the dynamic range problem, in my opinion, but it's a start. Following that, spectral shaping can be used then to further bypass certain hardware quality, listening environment or simply perceptual issues.

"Before" that (in terms of the processing chain at playback), though, the sounds themselves need to be of a much better fidelity. Something tells me PD is working on converging these things at some point, but the dynamic mixing and mastering requires processing power. For example, the dynamic range control in GT5 / GT6 is nothing more than a naïve level limiter, because it's cheap and reasonably effective (using the compressor on your listening hardware is likely to be far superior, though). Better would be a per-source dynamic volume scaling algorithm (probably spectral) combined with a multi-band software compressor, but it's not cheap.
 
Some are declaring that Assetto Corsa has horriable sound, though I can't tell because I don't have it.

I suggest Youtube. Game sounds fine. It's not the best sounding game, nor is it the worst.

The sound in Sim Raceway is far worse than GT6 or 5 I think.

Any particular cars in SimRaceway that you find objectionable? The ones I listened to sounded fine to me, and I don't remember having any issues when I played it some months ago.

Project Cars has a long way to improve the sound model

It certainly does. Still, the cars that are near completion on tracks that have proper sounds set up seem to be fine to me.

Is it really worse than GT6, barring obviously broken sounds that will be fixed by release? Are there particular car/track combinations that you find objectionable?

along with CODE Masters F-1 games.

As opposed to say, the Formula GT cars?

The Codies games sound like Formula cars to me, what's the issue?
 
I suggest Youtube. Game sounds fine. It's not the best sounding game, nor is it the worst.
I've already looked into Youtube and it's not a true judgement for me. I would rather have the sim itself before making a judgment.


Any particular cars in SimRaceway that you find objectionable? The ones I listened to sounded fine to me, and I don't remember having any issues when I played it some months ago.
All the cars mainly, though the sound of the Sim Raceway Evo is off, way off.



It certainly does. Still, the cars that are near completion on tracks that have proper sounds set up seem to be fine to me.
Even though the sim is almost done the sound is no where near fine.

[quoteIs it really worse than GT6, barring obviously broken sounds that will be fixed by release? Are there particular car/track combinations that you find objectionable?[/quote] The P1, Zonda, all of the formula cars, the McLaren's and so on.


As opposed to say, the Formula GT cars?

The Codies games sound like Formula cars to me, what's the issue?
The Code Master F-1 sound fine. mid range sound of the engine is off, you don't get the thunk of bouncing off a wall. Tire rub on the track sound like running over hard dirt. I can go on but rather not.
 
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