Give us better sounds - PLEASE !!

  • Thread starter steamcat
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because it's not the bitrate or over-compression that's the problem, it's the actual source material...record an out of tune guitar both at 128kbps and uncompressed, it still sounds like an untuned guitar. (not very good)

To continue your analogy:
What if those recordings of the guitar only last a second? Where is the nuance in the sustain?
What if they don't cover all picking styles, or strengths?
What if they only record one pickup, or from one position if it's an acoustic? How do you get those other sounds then? What if you only sample each string and "interpolate" the notes on those strings?


Objectively, with GT, the short samples and their few number in the rev range, as well as for the different sources and throttle / boost positions, constitute a quality issue. All of these things mean the samples take up less memory using the standard method, though.

Listening to the startup sounds shows that the source material is fine, in a lot of cases. There were systematic errors introduced with the recording process before GT4 (namely neutral revving; reduced audibility of intake, and fluffy / unstable exhaust), but that's supposedly since been fixed - they just haven't used all of the new recordings yet, because, presumably, they're being used for the new format only (avoiding duplicating work).
 
because it's not the bitrate or over-compression that's the problem, it's the actual source material...record an out of tune guitar both at 128kbps and uncompressed, it still sounds like an untuned guitar. (not very good)
I must lack sufficient imagination but I fail to see how that answers the question asked. Seems you just dodged it instead...

Care to try again?
 
This thread has a problem with vocabulary.

I might suggest you guys use the term "fidelity" to describe things like bitrate and sample rate and format. This is the term to use for objective, quantitative discussion about how the sound is being played back.

"Quality" is the word you want for subjective discussion about how good the sound is.


The output fidelity of the PS3 is very good (up to lpcm in 7.1 which is as good as we're going to get for at least another console cycle). What we don't know is the source-level fidelity of GT5's samples (unless someone has hacked the game and has access to the wave files?) As with video resolution, the audio is typically stored under heavy compression, and then is rendered into the output format during gameplay. So even if the source file is 24khz 8bit, it will "upscale" to whatever the output format the PS3 is set to. However, like video upscaling, it's never going to overcome the shortcomings of the lower initial resolution. Worded differently, the actual fidelity will only ever be as good as the lowest-fidelity link in the chain.

Regarding the quality of the content within the recordings, I don't have access to GT's recordings nor recording techniques so I can't really make an informed decision, but ultimately I think the recordings themselves aren't inherently unsuitable. I still think the crux of the issue is there aren't enough sounds being played back, meaning one loop has to cover too many RPM which creates an artificially smooth sound that is "hooverish." I made a youtube video and posted it here a few pages back.
 
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Many here have expressed that observation, but nobody has actually shown it until Chippy made that video (as far as I know, at least).

We could do with a demo' that shows the effect of sample length, too. :)
 
Sometimes I wish I was part of PDs sound team. Show up on monday, do some synthesized sounds, push the data to the servers and then call it a week. No extra workload for 11 years!

A bit snarky, but one gotta wonder what their sound engineers have been doing all these years.
 
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Sometimes I wish I was part of PDs sound team. Show up on monday, do some syntezised sounds, push the data to the servers and then call it a week. No extra workload for 11 years!

A bit snarky, but one gotta wonder what their sound engineers hae been doing all these years.

I think its a matter of them doing it in a way that hasn't been the most effective in execution.
 
Sometimes I wish I was part of PDs sound team. Show up on monday, do some synthesized sounds, push the data to the servers and then call it a week. No extra workload for 11 years!

A bit snarky, but one gotta wonder what their sound engineers have been doing all these years.


"You saying my shifts at the PD office were easy??"
 
I would love to hear from Sony/PD the status on this new sound engine, I would like to know is it still planned for release or later update or maybe dropped for next gen version in a couple years.
 
Jay
I would love to hear from Sony/PD the status on this new sound engine, I would like to know is it still planned for release or later update or maybe dropped for next gen version in a couple years.
Kaz would like to let you know that they are looking into the possibilities that these "placeholder sounds" (meaning they've been holding their place for the last decade or so), "might" be improved in a future update... which basicly is PD slang for: don't count on it!
 
I want to know how Forza modelled sounds, because they sound absolutely awesome. The cars really do sound how they should. I don't own an Xbox or Forza but a mate of mine brought both (FM4) over a few months back and though I didn't have much good to say about the physics I had to admit it was a great racing game and every single car sounded good, some of them sounded absolutely brutal.

That Mclaren F1 and the Lamborghini Diablo GT..



I do wish that PD would swallow their pride and abandon their method of creating sounds, because half of these cars don't even sound like cars let alone the cars that they are modelling, I obviously have no idea exactly how they do it but it just isn't great. I do notice though that low glugging sounding V8 cars are something they do better, but then I noticed most games do that V8 gurgle a lot better than other sounds, perhaps it is just easier to achieve. Games that struggle with other sounds (GT5, iRacing, Simraceway, Project Cars, to name some) have all managed to nail those oldschool brutal V8 sounds.
 
I want to know how Forza modelled sounds, because they sound absolutely awesome. The cars really do sound how they should. I don't own an Xbox or Forza but a mate of mine brought both (FM4) over a few months back and though I didn't have much good to say about the physics I had to admit it was a great racing game and every single car sounded good, some of them sounded absolutely brutal.

That Mclaren F1 and the Lamborghini Diablo GT..



I do wish that PD would swallow their pride and abandon their method of creating sounds, because half of these cars don't even sound like cars let alone the cars that they are modelling, I obviously have no idea exactly how they do it but it just isn't great. I do notice though that low glugging sounding V8 cars are something they do better, but then I noticed most games do that V8 gurgle a lot better than other sounds, perhaps it is just easier to achieve. Games that struggle with other sounds (GT5, iRacing, Simraceway, Project Cars, to name some) have all managed to nail those oldschool brutal V8 sounds.
Agree 100%, Your mate should have enabled simulation steering tough this makes FM's handling more realistic, altough i still prefer GT's physics also they really make you feel connected to the car.

If it wasn't for microsoft policies + the fact that my fanatec is useless on their Xbone i would have stayed with FM for sure...
 
No but I found this looking for one.
SKIP TO 3:50

Not bad:lol:

If PD could get that exhaust sound right I might not drive another car, and I might drive my neighbours crazy.:cheers:
 
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