Give us better sounds - PLEASE !!

  • Thread starter steamcat
  • 4,667 comments
  • 352,966 views
An option to demo the sound each of the exhausts makes before you purchase one would be nice, save having to buy each one in turn to find the best sound. Dream world would be a sample editor built into a custom exhaust designer, so you could morph the sound to your taste from any given engine type.
 
VXR
An option to demo the sound each of the exhausts makes before you purchase one would be nice, save having to buy each one in turn to find the best sound. Dream world would be a sample editor built into a custom exhaust designer, so you could morph the sound to your taste from any given engine type.

This is a man that thinks far ahead...you're talking GT 11-12 there my friend...:sly:
 
VXR
An option to demo the sound each of the exhausts makes before you purchase one would be nice, save having to buy each one in turn to find the best sound. Dream world would be a sample editor built into a custom exhaust designer, so you could morph the sound to your taste from any given engine type.

Quite sad that it comes down to this tbh. I tend to change exhaust to provide adequate upgrade for its class. But yes I suppose this is an option to try to avoid bum sounds.
 
I can only echo Chippy569's comments regarding pCARS. I don't particularly like the gear wobble effect, though - it seems too deep and too slow generally, but I think that's a limitation they've inherited in their engine, and is probably too deeply ingrained to remedy in one step.

I'm really pleased SMS are at the stage that their progress is tangible, perhaps the flak they're getting on their forums will subside now!
I just wish I could try it out myself (dead comp), I think I hear some interesting reverb...
I was very surprised at how reactive the highs were. I was going in with a view to putting a bit of ugly in to the sound when suddenly.... "hey, what are you getting up to over there?". I was not working with anything overly precisioned, but that was kind of the point in a way.

I just wonder if the PD team spent a whole lot of money on recordings that ended up being just too bare bones, and lifeless. I then go on to wonder if the issues with treble arose from trying to manufacture a sound stage that was not there in the recording. Treble can become very tempting when trying to add space. With the "twice cooked" samples, I was wondering about how they could make the most of a possibly "soulless" recording, while awaiting the complete re-do.

Sounds reasonable to me. This sort of voodoo is beyond me, frankly, I've always been scared of eq.s! I have heard that the highs add "air", whatever that means! :P
(I know, I should play).

I'd rather the space was added in the mixing, not cooked into the samples, but at least it's only subtle here; although that does mean the samples are transparent still, and betray their age.
Nice observations. 👍
To be honest, I am not up on all the ins and outs of how these recordings are put together, but certain concepts make sense to me. I do wonder about sampling at lowest and highest revs, and interpolating the difference. Rather than merely pitch shifting a base sound, the audio would be morphing from one known quantity to another. That may be primitive thinking though, I don't know. I was also wondering about how linear an accelerating car's sounds are, and if there are subtle interplays that are not being captured. I suppose that could be where fusing in granular components could come in.

Interpolation is really difficult. There is no physical basis for taking, say, one sample at 2000 rpm, another at 8000 rpm, pitch-bending them both to 4000 rpm, and blending them. That is guaranteed to be a sound that the real car never made.
The nature of pitch shifting is that it is indiscriminate, so that all frequencies are shifted, when in reality as the engine speed rises, only the harmonics shift (and their relative amplitudes shift slightly, too) - there is a lot of resonant colouration that stays roughly the same, or only switches mode at certain points etc., that is shifted, too, when it shouldn't be.

It's these shifted "formants", we may call them, that interfere when you blend samples together (and the harmonics are just interpolated, when perhaps in reality they should go through some complex pattern). It's very difficult to avoid this, and it's even harder to avoid the popping you get if you try to minimise the blending regions (and it can also increase the perception of the chipmunk effect from the pitch bending).

Using lots of samples mitigates this to some extent by minimising the pitch bending required and the timbral differences between separate samples, but that's not ideal either given how finely you have to do it, and it can become overwhelming from a control standpoint.
The Portishead example was just a fun way of talking about processes of adding character. I find processing chains fascinating. The ways in which doing a, b, and c in different orders can produce such dramatically different results. The sounds being not merely just the sum of their parts.

Absolutely, more inventive ways of using signal / processing chains can work for realistic sounds, as well as more artistic / abstract sounds. There are inklings of this sort of thing coming through in games now, which is exciting.
VXR
An option to demo the sound each of the exhausts makes before you purchase one would be nice, save having to buy each one in turn to find the best sound. Dream world would be a sample editor built into a custom exhaust designer, so you could morph the sound to your taste from any given engine type.

I think the exhaust (and intake) sound should be largely independent of the tuning applied, in the case of recorded samples. I.e., you should just be able to pick from a number of sounds according to the cylinder count etc., because they'll all more or less be achieveable on a given car without drastically changing the performance.

Ideally, you would indeed have a full model; I've been playing with my own version of such a system, based on a fairly low-fi synth, and it's surprisingly fun! It's really quite satisfying to just look at an engine configuration and be able to get the right kind of sound from the model by inputting the corresponding settings, or changing a few things to make it sound different, or making up unique configurations etc. I could see a community setting itself up around such a feature, as you would a livery editor, or the photomode.
 
Interpolation is really difficult. There is no physical basis for taking, say, one sample at 2000 rpm, another at 8000 rpm, pitch-bending them both to 4000 rpm, and blending them. That is guaranteed to be a sound that the real car never made.

This may be where my lack of technical knowledge (and certainly training) trips me up, but I don't think of interpolation in that way. I use a couple of points of reference to inform (or misinform) my thinking. First is video interpolation, where artificial insertion frames are manufactured based on the two true frames that... well... frame them. Secondly, eq difference calculations. So, 5000 rpm would not feature any kind of crude crossfade, it would simply be where the sound is exactly half way between 2000 and 8000 rpm, based on a difference calculation. In video, it's not real, but it's what would have been real. I'm just not sure if the concept is transferable or not.

Forgive me if this is effectively jibberish.
 
This may be where my lack of technical knowledge (and certainly training) trips me up, but I don't think of interpolation in that way. I use a couple of points of reference to inform (or misinform) my thinking. First is video interpolation, where artificial insertion frames are manufactured based on the two true frames that... well... frame them. Secondly, eq difference calculations. So, 5000 rpm would not feature any kind of crude crossfade, it would simply be where the sound is exactly half way between 2000 and 8000 rpm, based on a difference calculation. In video, it's not real, but it's what would have been real. I'm just not sure if the concept is transferable or not.

Forgive me if this is effectively jibberish.

according to this interview turn 10 records at 500 rpm intervals. There's also a tutorial of setting up a very basic engine in fmod designer here: http://www.youtube.com/watch?v=G7zvzH4nPuA - this is shockingly simplified, but the concept is the same regarding RPM and loops.

I'm not sure how PD does it as I've never interviewed someone there, but to my ears it sounds like they do a few things differently:
1. record at 1000 or maybe 2000rpm intervals. This means less loops overall, which reduces memory footprints. That might be a limitation on PS3, especially with how graphically intensive the tracks are? I have no evidence for that, just speculation. Similarly, the loops may be compressed more intensely to try to reduce filesize, which may come at the cost of audio quality.
2. Record not at full throttle, possibly even by letting the car "rev" in neutral. This produces a sound profile similar to the upper-mid-heavy washiness that i associate with GT's sound, like what someone above was posting about EQing at 8khz. The air moving through the intake specifically doesn't get to really resonate the intake pipework at partial throttle, leaving a comparably "thin" sounding car.
3. In the same interview posted above, Wiswell talks about 3 core sound "emitters" - intake, engine, exhaust. I wonder if PD only uses two; engine and exhaust (you can think of that as "front" and "Rear") which are then mixed depending on what camera you're in.
 
I think your 1000 and 2000rpm interval theory is very optimistic. Some cars sound like they have 2 or even 1 reference recording which is then modified. I think you are spot on with your other two points.
 
PD use three samples in the whole rev range, doubled for two sources (engine and exhaust, exactly). Back in the GT2 days, they were recording every 1000 rpm (see this video). They have changed their method, though, as they did indeed only record some cars in neutral.

The lack of "fully developed" intake sound in some of those early recordings doesn't matter so much, because the throttle plate just reduces the volume, mostly. It's still resonating behind the throttle, but it's harder to hear; I guess that might result in excessively "noisy" recordings, though. Intake's total absence from the mix is pretty serious, and does result in a lack of character for many cars. Many of the exhaust sounds are unnecessarily dirty, as well, as a result of unstable fuelling at part throttle, and probably too lumpy due to a few acoustic effects through the cylinder, too.

Since GT4, they are supposed to have recorded every car "under load". There's not much evidence of these recordings having been used, as most cars seem to use samples exactly like those from GT2, and there's still no intake...

The samples are cross-faded, though, in practically all games; it really is that crude, unfortunately. Alternatives are very difficult to engineer.
 
PD use three samples in the whole rev range, doubled for two sources (engine and exhaust, exactly). Back in the GT2 days, they were recording every 1000 rpm (see this video). They have changed their method, though, as they did indeed only record some cars in neutral.

The lack of "fully developed" intake sound in some of those early recordings doesn't matter so much, because the throttle plate just reduces the volume, mostly. It's still resonating behind the throttle, but it's harder to hear; I guess that might result in excessively "noisy" recordings, though. Intake's total absence from the mix is pretty serious, and does result in a lack of character for many cars. Many of the exhaust sounds are unnecessarily dirty, as well, as a result of unstable fuelling at part throttle, and probably too lumpy due to a few acoustic effects through the cylinder, too.

Since GT4, they are supposed to have recorded every car "under load". There's not much evidence of these recordings having been used, as most cars seem to use samples exactly like those from GT2, and there's still no intake...

The samples are cross-faded, though, in practically all games; it really is that crude, unfortunately. Alternatives are very difficult to engineer.
Just know that I stay out of these discussions, because I know crap all about it. With that said, GT2 had +600 cars with GT4 having +800 cars. Surely most (or even half) of the cars in GT4 were from GT2 and GT3. Did I misread what you said? It could be a blunder on my part.
 
Want better sound? Hire this guy for cheaper price PD..

At least you don't need those fancy sound equipment and renting those pesky dyno that you rarely use..

:lol:

 
Just know that I stay out of these discussions, because I know crap all about it. With that said, GT2 had +600 cars with GT4 having +800 cars. Surely most (or even half) of the cars in GT4 were from GT2 and GT3. Did I misread what you said? It could be a blunder on my part.

Actually, this brings up a good point. PD seems to not have an issue with split qualities among cars visually, so it's fair to assume they also would have no problems with some cars sound better too. Does anyone have a comparison in terms of sound between a premium and a standard (preferably an old GT2-era) car of the same type? Like a couple of the skylines of similar vintage?
 
Want better sound? Hire this guy for cheaper price PD..

At least you don't need those fancy sound equipment and renting those pesky dyno that you rarely use..:lol:



I dunno...it'd be a close battle...:lol::banghead:

 
I dunno...it'd be a close battle...:lol::banghead:


It's sad how gran turismo became such a joke now just because of bad car sound selection by PD.. :sly:

Edit: And many variation of GTR's and Miata's... And 60% Japanese cars..

I hope they do fix this in GT6 final. IMO everything about GT5 is good enough like the nurburgring experience which I'll probably never get to drive on in real life. :lol: But the sound is just sickening... especially going over 200 mph on those Group C cars..
 
Yes I did. And I actually driven it, and it doesn't sound good. Strange mixed sounds. The rumble in the low revs are ok everything else just meh...
 
I liked especially these mixed in sounds. I mean, while driving it´s not that obvious, but in a replay it sounds kind of more natural IMO. At least with the sound settings I use. I am uploading a video right now, if it reflects just a slice of what I hear in my living room I will post it.

It doesn´t recreate what I mean, unfortunately. Recording the replay with a phone seems to bring back those high pitch frequencies that my ears don´t hear from my TV/audio.



edit: sorry or the crap driving.
 
Last edited:
Actually, this brings up a good point. PD seems to not have an issue with split qualities among cars visually, so it's fair to assume they also would have no problems with some cars sound better too. Does anyone have a comparison in terms of sound between a premium and a standard (preferably an old GT2-era) car of the same type? Like a couple of the skylines of similar vintage?

From memory, the R34s are very similar: GT4, GT5.

The channel the GT4 video is in has most cars from the game, and here's a similar one for GT5, so you should be able to compare to your heart's content! :)

I played GT2 over the weekend, and the R34 sounded very similar in that. I would say that the samples are identical, but the mixing and effects are very different.
 
To be honest, I prefer GT sound than this.:yuck:

GT sound even though rubbish, but it's perfectly "connected" it feels like I'm hearing the sound COMING from that car I see on the TV.

While watching the above video, although the sound is better, but I cannot feel that it's coming from the car on the video.. it feels like I'm hearing the sound from another TV my dad is watching, and I'm watching a muted video of a gameplay. it feels totally disconnected.

that's my opinion.

At least you are honest. I never claimed that replay production to be perfection personified - however, the V8's actually sound like V8's compared to the vacuum cleaners in game in GT5 (and GT2/3/4). It was an attempt to point out that even amateur mods can have REAL sounding samples incorporated using the existing game engine.

If the rFactor amateur hour is not worth considering as a comparison to GT5, how about the real thing - modified C5 Corvette in-car on-track in real life, compare that to a modified C5 or C6 Corvette in GT5.

Many cars in-game in rFactor (and many other games) sound close to this - GT5 not so much. That is the complaint - that supposed lesser and older titles sound better - period. PD just need to get their sheister together.

 


?

And it's not even done by what you'd call a professional.


You cant deny that that sounds fantastic. It would be a huge improvement if GT went in that direction.
Actually, this brings up a good point. PD seems to n
I dunno...it'd be a close battle...:lol::banghead:



ot have an issue with split qualities among cars visually, so it's fair to assume they also would have no problems with some cars sound better too. Does anyone have a comparison in terms of sound between a premium and a standard (preferably an old GT2-era) car of the same type? Like a couple of the skylines of similar vintage?

You proved your point. I was completely fooled. If you had a break in that video and a poll I would have voted vacuum.
 
Last edited:
Flaco13
Did you guys listen to the ´13 Schulze Motorsport GT-R in a replay yet??? I mean GT Academy Demo.

I don't hear it in gta demo
But I am sure
The r35 (stock) in gt5 have very clear and close to the real life sound. When I driving it I thing
I can hear everything in the engine from turbo to "valve train"(sorry I can remember the word).....
For a good example
Go Watch "unlim 500" in YouTube!
 
It seems like PD has about 10 different vacuum cleaners that they use for the engine audio of a 1,000 cars. Hopefully PD will record the audio of ACTUAL CAR ENGINES and not a Dyson for the cars in GT6.
 
Flaco13
I liked especially these mixed in sounds. I mean, while driving it´s not that obvious, but in a replay it sounds kind of more natural IMO. At least with the sound settings I use. I am uploading a video right now, if it reflects just a slice of what I hear in my living room I will post it.

It doesn´t recreate what I mean, unfortunately. Recording the replay with a phone seems to bring back those high pitch frequencies that my ears don´t hear from my TV/audio.

<a href="http://www.youtube.com/watch?v=OcqE_hU0IPo">YouTube Link</a>

edit: sorry or the crap driving.

Sounds and looks good IMO! (omg a PD compliment :0 cue the flamers)
 
Sounds and looks good IMO! (omg a PD compliment :0 cue the flamers)

You can borrow this if you like:sly::

fireSuit.jpg
 
Engine sound should be #2 priority after driveing physics on sim race games. Not all car's sound bad, some sound realy good in stock mode. Rx7's, Nsx's, and Gtr's all sound realy well, but once you change exhaust well thay don't sound to good. Another example, 06 Z06 sound's good stock but when swiched to RM horrible sound:yuck:. Gt 500 standerd Nsx's sound awsome but premium Nsx autobachs horrible. GT has good sound, PD needs to pay attention to those details in game.
 
Engine sound should be #2 priority after driveing physics on sim race games. Not all car's sound bad, some sound realy good in stock mode. Rx7's, Nsx's, and Gtr's all sound realy well, but once you change exhaust well thay don't sound to good. Another example, 06 Z06 sound's good stock but when swiched to RM horrible sound:yuck:. Gt 500 standerd Nsx's sound awsome but premium Nsx autobachs horrible. GT has good sound, PD needs to pay attention to those details in game.

You're right on the sound being their #2 priority part, but to the rest of your post, just no, there's not a single good/accurate/realistic sound in any of the GT games, GT has never ever had good sound.
 
How can they treat the most evocative part of a car so carelessly? I've played both GT5 and Forza today and hearing things like the gurgle of fuel as the revs rise and fall and pops on the over-run (from FM4) in both series would be the biggest win for all car enthusiasts, especially as both games have variety and specialities in different types of car. Horizon didn't mix the sound as well, either, so as a result the cars don't grab me in the same way as they do in 4.

Sound is everything, certainly to me.
 
Back