Give us better sounds - PLEASE !!

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It maybe they close mic them too much, since when we hear cars in real life, we do not stick our head inside the engine bay or on the exhaust tip. So the audio does not get a chance to "develop" and gain some of the character. Such close mic'ing will bring more of the zing and cam noises etc.

If you see the way the Forza team does it, they have some mics further away to capture more of what we actually hear

http://www.blogcdn.com/www.autoblog.com/media/2012/03/mazda787bforza.jpg

www.youtube.com/watch?v=I07SwrI89Hs

http://i4.ytimg.com/vi/cgdcV2ODtrg/maxresdefault.jpg

T10 mix the close mic'd recordings according to the distant ones, and "how they remember the car sounding", which is a touch dubious.

You've got two problems, though; either you use the close sounds directly, and the car doesn't really sound like it's in place, or you colour the sounds so that the car sounds like it's in a place, but it always sounds like that - and any reverb etc. you try to put over it only interferes with that extra colour.

What should be happening is the recordings are used "dry", and the spatial effects are added continuously, and variably, on the fly. Nobody's really explored that in a racing game yet, except PD with some exhaust sound trickery that works rather well (and I tried to copy), and maybe pCARS if they can get their early reflection system working.

Just a note, the spatial character involves both the near-field and far-field radiation pattern in free space, and the interactions of that radiation with the scenery. Both are important, but the former is almost always neglected in the dynamic sense (except PD's exhaust noise thinger), with most people opting to use statically coloured samples - the new iRacing sounds are an example of this; they are statically coloured with some far-field interference effects (because they're recorded at a distance in an open space). The near field stuff is not really important for recordings (depending on how close you put the mics, but I suspect they'd saturate first), but it will be for certain direct synthesis methods.
 
T10 mix the close mic'd recordings according to the distant ones, and "how they remember the car sounding", which is a touch dubious.

You've got two problems, though; either you use the close sounds directly, and the car doesn't really sound like it's in place, or you colour the sounds so that the car sounds like it's in a place, but it always sounds like that - and any reverb etc. you try to put over it only interferes with that extra colour.

What should be happening is the recordings are used "dry", and the spatial effects are added continuously, and variably, on the fly. Nobody's really explored that in a racing game yet, except PD with some exhaust sound trickery that works rather well (and I tried to copy), and maybe pCARS if they can get their early reflection system working.

Just a note, the spatial character involves both the near-field and far-field radiation pattern in free space, and the interactions of that radiation with the scenery. Both are important, but the former is almost always neglected in the dynamic sense (except PD's exhaust noise thinger), with most people opting to use statically coloured samples - the new iRacing sounds are an example of this; they are statically coloured with some far-field interference effects (because they're recorded at a distance in an open space). The near field stuff is not really important for recordings (depending on how close you put the mics, but I suspect they'd saturate first), but it will be for certain direct synthesis methods.

See, if some guy on a forum can solve it why not pd?
 
Although it is a GT3 car, so it will have a racing transmission with straight cut gears as standard! Do agree the engine sound needs work though.
Yes i know that, though I was talking about cars like the C63 and the M3. That whining noise is non existent in reality, I've spent quite a bit of time in both those cars to know
 
By far the best sound of a car that I've heard in any racing game. Listen to how the sound changes when you view the car from the back.

So many sound effect's going on in this video, you can hear the brakes squeal, the whinning noise of the transmission, popping and flames from the exhaust and not to mention the detail of the air and turbo.

I want this in GT6 so baaaad :(

http://www.youtube.com/watch?v=qJJ0hXVlGAg
 
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although those sounds does sound very good, how will it sound from an outside view replay?

That video I posted up has some other sound effect's going on and not only that but when watching from trackside the way the sound echoed was amazing as the car accelerates into the distance.
 
I really hate listening to those sound samples you guys provided above:grumpy:. Reminds me of just how far behind GT is with sounds in almost every way:tdown:
 
I'm pretty sure they're doing exactly as I described. Of course, we won't know until we hear the new sounds. ;)
Enough with the damage control already. Until we hear something magnificent from PD let us bash.

Sound is alright. I have heard better. http://m.youtube.com/watch?v=R5HaygcTUwU

By far the most realistic and accurate engine sounds in any racing game.

I wouldn't call most of them realistic, but there nice in quality. Especially the turbo noises. Imagine such a thing in GT.
 
Enough with the damage control already. Until we hear something magnificent from PD let us bash.

Says everything, doesn't it? You won't let a reasoned argument (if not necessarily entirely factually based, I will grant you - still based on evidence, though, crucially, rather than a lack of evidence as most here try to lean on) get in your way of a bit of "bashing". Well, that's fine, but let me have my fun, too, eh? ;)

I also like how the bar has been raised from "acceptable " to "magnificent". Like you'd know the difference. :rolleyes:

I'll take acceptable, but then my standards are considerably higher than most in this area.

I wouldn't call most of them realistic, but there nice in quality. Especially the turbo noises. Imagine such a thing in GT.

No, they're not that great going purely by the samples and the way they're played back (that's the sound engine, I mean). Great for stuff made by "amateurs" (like myself), perhaps, but not that great in the grand scheme of things (the entire professional audio community, including research). The overall balance in the mixing is actually better than some commercial releases, though, like RRRE.

New sound layers are a given on PS4, but the PS3 is pushing it, bandwidth-wise, as it is.
 
Says everything, doesn't it? You won't let a reasoned argument (if not necessarily entirely factually based, I will grant you - still based on evidence, though, crucially, rather than a lack of evidence as most here try to lean on) get in your way of a bit of "bashing". Well, that's fine, but let me have my fun, too, eh? ;)

To be fair, the evidence so far is that GT6 is going to be more of the same. The evidence we have is the GTA demo, which is also the GT6 demo. To my knowledge, while Kaz said that the E3 demo sounds were placeholder, he's never made the same statement about the GTA demo.

All we have opposing that is some hot air from Kaz about how they're working on sounds in some revolutionary manner.

So. Ignoring the fact that they could change everything for release (because it's always a possibility, no matter how slim), the current assumption has to be that the sounds will be like the demo.

If I made a bad dinner last night (GT5), and then let you taste the dinner I was making tonight and it was looking to be largely the same, would you believe me when I told you that I had a special ingredient to add and it would be delicious?

You might, but you probably shouldn't.
 
To be fair, the evidence so far is that GT6 is going to be more of the same. The evidence we have is the GTA demo, which is also the GT6 demo. To my knowledge, while Kaz said that the E3 demo sounds were placeholder, he's never made the same statement about the GTA demo.

Well, did anyone ask? :lol:

Enough with the damage control already. Until we hear something magnificent from PD let us bash.

And what exactly will that accomplish? If the sounds in the game turn out no better, then your bashing will have made no difference. Before you accuse me of "damage control", I've seen this recurring pattern of people bash certain Companies and people and it didn't change anything so I say this as someone who sees no way how this will help.
 
If I made a bad dinner last night (GT5), and then let you taste the dinner I was making tonight and it was looking to be largely the same, would you believe me when I told you that I had a special ingredient to add and it would be delicious?
"To be fair," you should also admit that the dinner is only partly cooked. We have the wonderful KW suspension model in the GTA Demo, but not the complete tire model. To quote myself from the news feed chat, do you think Yokohama just signed off on the GT5 tire model and called it good? ;)

Anyway Grif, I've been meaning to post about your PD association with Yamaha for some time. As an owner of some of their sample based synthesizers, they have done a lot of pioneering work with algorithmic manipulation of acoustic sampling technology to breathe life into static samples. Musicians will know what I'm saying, because physical instruments like guitars and trumpets never sound exactly the same from note to note, and between notes, and is why many purist musicians won't use digital keyboards. All the samples are static, one unchanging note for each sample.

While Roland, KORG and certain other companies have done some marvelous work with new technology in this area like physical modeling, which sound incredible, Yamaha has been vexing us by sticking with the same old "rompler" tech for about a decade now. However, even though it's boring unsexy technology, it sounds and plays superbly. If you want to work with a company which has been studying the nature of sound and human perception of acoustics to make your cars sound better, I doubt you could do any better than partner with Yamaha.
 
"To be fair," you should also admit that the dinner is only partly cooked.

Which I do recall mentioning. But without getting into the whole "the future is a nebulous and unknown entity", there are certain methods that are usually used to generate predictions of the future. Using past similar instances (GT5), and watching the current work in progress (GTA demo).

Yeah, we all hope it will turn out to be nothing like either of these. But realistically, I don't see how anyone can with a straight face say anything much stronger than "it's not looking very good, but we hope that they pull one out of the bag".

To actually try and claim that the sounds in GT6 will be anything other than poor at the moment really requires more evidence, because the evidence that we have is that it's more of the same.

We have the wonderful KW suspension model in the GTA Demo, but not the complete tire model. To quote myself from the news feed chat, do you think Yokohama just signed off on the GT5 tire model and called it good? ;)

You think Yokohama had the power to say to PD "no, that's not good enough, keep working on it"?

Really?

Yokohama gave them some data and then went out to have a beer.
 
Actually, this is how far the conversation went in the meeting room Imari:

PD -
"So, thanks for letting us use your testing equipment and materials for our tire data. I think it'll really help us in advancing our model for the game. Any concerns?"

Yokohama -
"Can the tires in the game become punctured or otherwise get destroyed?"

PD -
"HUEHUEHUEHUE - you have nothing to worry about there"

Yokohama -
"Alright, we're gonna go grab a beer. Later dudes."
 
After playing the demo, I've come to the conclusion that PD has stepped up from GT5 in all accounts..except for sound of course. The physics are absolutely wonderful. The visuals are so much cleaner. But those sounds are killing me!
I know, a place holder and all that..

This is the only reason that's preventing me from getting GT6. I know, it sounds ridiculous doesn't it?
But I just can't for the life of me get into a game that has terrible audio, I just can't.
I love GT. I love PD. But I have to draw the line somewhere even if it means missing out on some amazing experiences.

Can someone please explain this?
Kaz said that the demo has placeholder sounds and that the final game will have different audio. He also said they are working on a new technique to bring in audio into the game. Now, is he implementing the 'new breakthrough' sounds for GT6 or is it just another 'batch of tweaked' sounds?
To me, it sounds like he is trying to tweak existing sounds for the final game and is holding off his new stuff for GT7.

Any ideas?
 
I feel you.... There are cars in GT5 I avoid because they sound so horrible and unnatural that I can't drive them. Its more annoying than anything else. Also the rest isn't right. Such as turbo sounds, blow off sounds, the horrible same gear whine on every race game and the lightspeed shifting. I find me always going back to games with way more powerful sound, because the experience is just another, eventhough physics arent as good. But I don't care too much. SO I wish GT6 will have a big improvement on this issue.
It just kills the overall experience, the visuals doesn't match the sounds.
 
Actually, this is how far the conversation went in the meeting room Imari:

PD -
"So, thanks for letting us use your testing equipment and materials for our tire data. I think it'll really help us in advancing our model for the game. Any concerns?"

Yokohama -
"Can the tires in the game become punctured or otherwise get destroyed?"

PD -
"HUEHUEHUEHUE - you have nothing to worry about there"

Yokohama -
"Alright, we're gonna go grab a beer. Later dudes."

Lol. The standard "as long as we don't look like Pirelli" clause, eh? :sly:
 
I feel you.... There are cars in GT5 I avoid because they sound so horrible and unnatural that I can't drive them.

Like the RUF BTR. I put a racing exhaust on the thing and it came out sounding like a screwed up V8!! Since when does a flat six sound like a V8.....
 
Like the RUF BTR. I put a racing exhaust on the thing and it came out sounding like a screwed up V8!! Since when does a flat six sound like a V8.....

Yes, but thats still somehow takeable.

Ever driven the Skyline R34 TC from the DLC?
Thats the worst sound ever. It's painful in the ears:ill:
 
Kaz if you see this, take notes.

<a href="http://www.youtube.com/watch?v=75NnSopfrdQ">YouTube Link</a>

<a href="http://www.youtube.com/watch?v=bLLKu9VNpCI">YouTube Link</a>

Forza sounds, just as unrealistic. Just sound better, so less complain.
 
Why is a stock civic type R as loud as a F430 scuderia...and why is the EVO time attack so low? Why does the Lamborghini sound like an Inline 6? if your going to show car sounds on a console, try showing PGR4 instead.

 
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