please explain to me the "proximity effect" on cardioid microphones, as I'd love to hear your explanation.http://hyperphysics.phy-astr.gsu.edu/hbase/hframe.html /Sound and Hearing
Super short answer: Airpressure "bottoms" mic.please explain to me the "proximity effect" on cardioid microphones, as I'd love to hear your explanation.
Super short answer: Airpressure "bottoms" mic.
Am I the only one that isn't bothered by the way the cars sound? I play the game, I can hear the engine, I can hear when the engine wants me to shift so that it doesn't bump the limiter or so that it doesn't get out of optimal performance range (unless a corner dictates gear retention regardless of said performance range).
Sure, there are cars whose sounds I rather like and those I don't much care for, but neither is based on what the car should sound like. Then again, the majority of cars that I gravitate toward wouldn't sound like anything special anyway.
It's one thing to get the exhilaration from being around a car with a silky whirl or a cacophonic roar, and another thing entirely to be focused on the act of driving. The dang thing's in my entertainment center, not my driveway.Then you're like food consument without taste. There is certain magic in car sound that can even do goosebumps.
All cardioid mics exhibit a proximity effect, which results in a rising bass response when the mic is used close to the sound source. The reason this happens is that cardioid mics also capture sound from the rear of the capsule, which is then delayed in a labyrinth and then added to the sound energy arriving on-axis. The phase shift introduced by the labyrinth causes sounds arriving from the rear to be largely cancelled out, but this only works if the same level of sound arrives at the front and rear of the mic. When the sound source is distant, this is nominally the case, but for very close sound sources, the inverse square law conspires to ensure that there's more sound level at the front of the mic than at the rear. This reduces the efficiency of the port in cancelling low frequencies, the outcome of which is that singing very close to the mic produces a significant amount of bass boost.And the long answer?
I don't like time to fly by anyways.Nice effort, but the dates don't match.
Ah, that's a spectrum plot (the noisy bit) with the time plot on the right, and a spectrogram showing a strongly harmonic sound overlaid on top (easily an engine sound). It's not indicative of anything, but I suspect there will be a bit about how they analysed engine sounds so that they could better reproduce them...
And I'd wager they had instant wood the first time they hit the throttle....as I would.It's one thing to get the exhilaration from being around a car with a silky whirl or a cacophonic roar, and another thing entirely to be focused on the act of driving. The dang thing's in my entertainment center, not my driveway.
I'd wager the guy(s) driving those weren't thinking "Boy this sure sounds good" while doing so.
Am I the only one that isn't bothered by the way the cars sound? I play the game, I can hear the engine, I can hear when the engine wants me to shift so that it doesn't bump the limiter or so that it doesn't get out of optimal performance range (unless a corner dictates gear retention regardless of said performance range).
Sure, there are cars whose sounds I rather like and those I don't much care for, but neither is based on what the car should sound like. Then again, the majority of cars that I gravitate toward wouldn't sound like anything special anyway.
Why do you assume that recording hasn't been ongoing the whole time?Never going to get better sound in GT6, its way too late now to go back and re-record all of those vehicles. Those resources are being used for GT7 I'm sure.
Why do you assume that recording hasn't been ongoing the whole time?
How do you account for the fact that cars added after 2003, when the recording method was changed, sound the same as cars added before that time?
What evidence is there to suggest that recording is even the delay at this point?
How does that answer any of my questions?Every other racing game/sim that has come out in the last 5-6 years still has FAR better car sounds that GT4,GT5, GT6. Any reason to think that PD even gives a rats arse about the car sounds by now?
That may well be the case (on both counts), but there's a point when that goes away and the task at hand occupies the driver's attention. Would I prefer cars that sound the way they should whether modified or not? Emphatically YES, but not having them really isn't a big deal to me.And I'd wager they had instant wood the first time they hit the throttle....as I would.
Then what are you doing in this thread?...but not having them really isn't a big deal to me.
Posting.Then what are you doing in this thread?
Im just curious, why is soundissue so big now? Is it competition from other games?
I my self want more, alot more but i always assumed it was a hardware issue and PD went for graphics and framerate.
And that is also one of the reasons i want it on ps4. But if they actually are lousy soundproducers i see a problem with whatever hardware they develop on.
I really hope the final answer in the long awaited Kaz soundblog really says it is hardwareproblem and all will be great on ps4.
Updates on blog start to be far apart already.
Im just curious, why is soundissue so big now? Is it competition from other games?
I my self want more, alot more but i always assumed it was a hardware issue and PD went for graphics and framerate.
And that is also one of the reasons i want it on ps4. But if they actually are lousy soundproducers i see a problem with whatever hardware they develop on.
I really hope the final answer in the long awaited Kaz soundblog really says it is hardwareproblem and all will be great on ps4.
Updates on blog start to be far apart already.
People have actually had issues with the Red Bull events that haven't been present in other parts of the game, sound wise. Those cars use a different method, also, but it is not the full version of the "completely new method" Kaz teased a year ago; that is almost certainly because of performance considerations. By my reckoning, at least.The Red Bull Jr. events have awesome sounds but don't have performance issues. There is no hardwareproblem.
How do you explain that new cars in GT6 and updates later on have bad sounds, if they use a new and much better recording method?Why do you assume that recording hasn't been ongoing the whole time?
How do you account for the fact that cars added after 2003, when the recording method was changed, sound the same as cars added before that time?
What evidence is there to suggest that recording is even the delay at this point?
The new method we have yet to see the results of again?Because it is "completely new", other games are not valid as reference points (aside from pure aesthetics). That will only become clear to all once we actually hear the results of PD's work, though.