I don't know if PD just has issues trying to figure out how to process in-game sounds, or what, but they OBVIOUSLY know what a car is supposed to sound like (pre-recorded audio for trailers), and that's what seems to bother me the most. The SLS in the new trailer sounds fantastic, but obviously is pre-recorded. Hard to say if they will pull anything off for GT6, here's to hoping they figure out this "breakthrough".
Im talking game play videos guys. I'm not talking overdubbed trailers. The Merc sounds beastly. I'll see if I can find a video to link.... Edit -- I stand correct. Since posting this I've learned (without confirmation) the Bathurst driving videos I've been admiring with the SLS GT3 car, are (according to a user in here) using the same sounds from a GT5 car so never mind.tpark, can you link the specific video(s) you're referring to? The most recent one I've seen was the Bathurst announce video trailer thing, which was flagrantly overdubbed
Unfortunately, Fantastic =/= Realistic, This is the worst part of PD's dubbed trailers, they never use the correct sample for the car that is appearing on screen, sometimes, the sample doesn't even match what the car is doing. It's pretty laughable that PD can't even get their trailers right.
They should get more pressure from press for faking sounds. Most of gaming media is clueless however. Garnett it is all on you buddy!
Take a listen to that. While the sound itself isn't all that menacing just like most of GT's samples, I'd say they have pretty much nailed the shifting sounds, as not all the gearshifts are the same. It kinda makes the whole car sound more natural and realistic IMO. Food for thought?
i haven't played GTA5 yet so I can't comment on its sounds, but I hear they're supposedly some of the best car sounds in a non-racing game. That's quite compelling, I think. Maybe I should start pulling up youtube videos.
Me personally, I agree with Griffith that the more things that can be done in physics that effect audio, the better. Things that exist superficially outside of physics that shouldn't (for example, visual-only body roll or audio events that aren't tied to anything in physics) might make the game look better in previews, or watching your friend play the game, but they don't improve the experience of playing the game. I had this problem with the most recent NFS:MW title - if I watched a friend playing it, I thought it looked and sounded awesome. But as soon as I took the controller, meehhhhhhhh.
It's a chicken or egg thing. At the moment we have neither the sounds nor the physics that creates the sounds. I think most of us would be happy with, "We are giving you the sounds now, the physics associated with those sounds will come later, by this date or this version of the game" Yes it would be great to have both, but I believe most GT'ers would be happy with the sounds first, and the knowledge that the physics are following. Breaking things into elemental parts and tackling them in a logical order required less resources in the short term, than deciding to rework the physics and sounds concurrently. Yes, I'd like it if they did that, but with PD it's baby steps.
In other news, PD is so ahead that they fooled us and now have the best representations of F1 engines.
http://jalopnik.com/which-of-the-new-f1-turbo-engines-sound-the-best-1447663971
It's subtle changes like these that I want to see represented with tuning in games.
I agree fullheartedly. Unfortunately, subtlety = authoring time, which = $$$, and of the entire population of people that would play, maybe 4 would actually notice, and 2 would actually care. Such is the nature of audio work.
I wish that were true, but it just doesn't work that way. Automated processes that work for one car fall apart on another. Believe me, we've tried! We worked really hard to attempt to modularize and streamline our process this time around but invariably it comes down to every car needing to be hand-tweaked. Adding variations also means increasing playtesting requirements, too, which is another step full of $$.That's true, but is also where procedural techniques might help out. I.e. automated tweaks based on changes made to the engine by the player. Granted, that's a lot of work as well to get going, but the variation it can potentially create is probably better value.
I wish that were true, but it just doesn't work that way. Automated processes that work for one car fall apart on another. Believe me, we've tried! We worked really hard to attempt to modularize and streamline our process this time around but invariably it comes down to every car needing to be hand-tweaked. Adding variations also means increasing playtesting requirements, too, which is another step full of $$.
PD should hire The French Sound (genius) Guru Anthony Monteil (Chief Sound designer at Simbin).... Here Simbin upcoming DTM Experience... No dubbed infamous sound here! What you hear is what you get!
^Wrote the exact same thing here at GTA5's release date and was almost crucified and excuses arose immediately.
At least one game on the PS3 has a 'premium' AE86, right.
And honestly anything below a 100bhp can be removed.
no no no, absolutely not.
do you realize that this is what makes gran turismo stand out from the rest?
no no no, absolutely not. do you realize that this is what makes gran turismo stand out from the rest?
Awful AI and crappy sounds also make GT stand out from the rest, should it stay that way then, hell no. I know the point is to drive "everyday" cars but in GT it gets to a point where is just ridiculous. If there's a car that I wouldn't want to drive in real life, why the hell would I want to do it in GT?
Awful AI and crappy sounds also make GT stand out from the rest, should it stay that way then, hell no. I know the point is to drive "everyday" cars but in GT it gets to a point where is just ridiculous. If there's a car that I wouldn't want to drive in real life, why the hell would I want to do it in GT?
Because it's just not all about you, tons of people like driving odd ball out of the ordinary cars.If there's a car that I wouldn't want to drive in real life, why the hell would I want to do it in GT?