Give us better sounds - PLEASE !!

  • Thread starter steamcat
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Personally I would fix the spacialization and decay before improving anything else, what use is it to have great sound when you are 10 meters behind a GT3 car and barely hear it. The sound inside the cockpit should also sound more like the exhaust, it's too sterile. And they need to find where the noise is coming from in their simulation and remove it, unless they use an updated PS1/PS2 engine that use 8bit, or worst 4bit, sampling which might explain the noise floor being so damn friggin' low.
 
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you are right... I use studio monitors and gt5 sounded like crap...
it's amazing that polyphony added so many options for sound (enhanced dynamic range for professional audio setups and so on...) and then fail at engine sounds.
The sound of wheels on curbs in gt5 was not bad, adding that with the force feedback of the wheel was really great...
I'm really looking forward for the new tyre sounds: looks like the constant lifeless "screech" that was present at every turn is now OVER.
Can you describe exactly how your audio is connected to your ps3.
Like I have optical to 5.1 decoder, large theatre mode on gt5, no fixing audio levels, only channel balances changed, incar and bumper cams used.
 
I had optical connection to Onkyo / Jamo S606 HT with huge front column speakers, now I have some vintage Sansui monster receiver from 70's with Xavian Bonbonus bookshelf speakers. But GT engine sounds are totally off no matter what way they are reproduced. It's nothing to wonder about when the source itself is totally messed up. They use wrong samples from wrong engines and sometimes it doesn't even sound like car engine at all, just like looped sound of tearing up some old newsletter...

Large theater setting has more dynamics and I use it, but its disadvantage is that engine sound is present only when the car is at the camera. When the car is few meters further engine sound almost disappears, like it's kilometers away...
 
This is unacceptable. PD really needs to focus a lot more on the sound for GT7 and work on cars that actually matter.

Not reading 91 pages of posts but this has been a complaint since the beginning and it has never been addressed correctly....so I guess at this point we shouldn't expect them to do anything about it...
 
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Not reading 91 pages of posts but this has been a complaint since the beginning and it has never been addressed correctly....so I guess at this point we shouldn't expect them t do anything about it...

Nothing mentioned at Ronda or on the website so far either. Not a good sign.
 
Sound is the #1 priority in this game for a long time now, I really hope they address the issue in GT6. One thing I really would like to see is reverb/echo when driving through tunnels or passing overpasses such as bridges and such. Forza does an excellent job with this and this is lacking in the GT series. Another thing is the doppler effect seems to be missing or not done correctly either. When watching your replay and seeing your car or your opponent's car passing by at full speed by the camera, you don't really get that doppler effect as you would in real life. I haven't experienced any car/racing/driving game that can get this right so I'm really hoping that PD will get on the ball with these sound issues, as it's very critical in any car game to give the player a truly immersive experience.
 
The sound really does stick out like a sore thumb now, it's got beyond a joke - particularly when Kaz is on stage presenting how GT6 will "simulate everything". Yeah, apart from sound...

If the sounds actually were just crummy versions of the real thing, I don't think I'd be as annoyed. But when they just assign random samples to any car, it really is just insulting, particularly in the case of the Quattro. Here's hoping - and I hate using this word - the sounds we've heard are just placeholders for some sort of update coming shortly after launch.
 
Sound is the #1 priority in this game for a long time now, I really hope they address the issue in GT6. One thing I really would like to see is reverb/echo when driving through tunnels or passing overpasses such as bridges and such. Forza does an excellent job with this and this is lacking in the GT series. Another thing is the doppler effect seems to be missing or not done correctly either. When watching your replay and seeing your car or your opponent's car passing by at full speed by the camera, you don't really get that doppler effect as you would in real life. I haven't experienced any car/racing/driving game that can get this right so I'm really hoping that PD will get on the ball with these sound issues, as it's very critical in any car game to give the player a truly immersive experience.

You say its a #1 priority and yes for us it probably is but to the people that make the game its obviously not......the sound in this game has always been lacking and every new iteration everyone's like maybe the sound will be better and it never is. So at what point do we just basically give up and say that's is just the way its going to be? I do agree though good sound is essential to a truly immersive experience....almost moreso than graphics, to me it definitly is, .....it may sound like blasphemy..but I would take a game with a slight hit in graphics that had excellent sound....
 
Fake sounds, enhanced sounds, borrowed sounds, or stolen sounds... I really don't care anymore about the realism as long as they don't give me Dirt Devil/ Oreck sounds!
 
Forgive me if this has already been posted, but at around 3:06 you can see and hear the Mercedes engineers playing around with the custom sounds for the Vision GT car...hopefully we will have at least one awesome sounding car in game!

 
@RushDom

They're in all likelihood looking at raw recordings there, not the game sounds - these could easily be from existing MB cars. They're probably "designing" the sounds based on other recordings, mixing and splicing it together to give a "concept", before sending it off to their engine simulation branch to see if they can get close with an actual engine / intake / exhaust.

Then, presumably, that would go into the real car in the metal, or be passed onto PD for them to make into the format they need for the game.

What's interesting is I can hear lots of additive synth in there (e.g. around 3:38 to 3:50), which seems to be the car industry's weapon of choice at the moment for "augmented" sounds (e.g. Renault's system sounds additive). I could be wrong, though, but it implies that PD will have to make their own sounds still, because straight additive is just not viable for 16 cars (in case people think that's what their new sound system is).

I mean, a hybrid additive system, sure (like the one I linked to), but not like what I heard in that video.
 
Off screen vids tend to sound better :)

You can't recreate the metal tank-like reverberation that you can clearly hear when off throttle without the underlying sounds being at least somewhat similar. I'm sure someone will have an HD recording of this relatively soon and i doubt it'll sound much different.
 
The tire sounds have been improved drastically. This guy gets the car loose around the turn.

How did that Viper make it into any sort of finished state with that sound? It seems to me that creating acceptable sounds is not Polyphony's biggest issue, but rather its management of how it's being done. Seriously speaking, there are already halfway decent sounding V10's, V8's, etc... so why do some cars like the ACR and the GTS Coupe Viper sound horrible yet the SRT8 sounds quite decent when they should all sound about the same? I would gladly take all 3 of them with the same V10 sound and be happy. The same goes with the Ferrari 599. PD got the V12 decent for that car, then they go and put a typical sounding Ferrari V8 on a V12 Enzo. Their sound operations in studio must be criminal.
 
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You can't recreate the metal tank-like reverberation that you can clearly hear when off throttle without the underlying sounds being at least somewhat similar. I'm sure someone will have an HD recording of this relatively soon and i doubt it'll sound much different.
Off-screen videos of GT5 before its launch, i.e. "leaks" much as the one referenced here, also sounded "good". I'd say the skepticism is warranted.

That said, some people like the direct feed of that particular car (a page or two ago), but I think it's not good enough still. It isn't part of the planned improvement, though.
 
How did that Viper make it into any sort of finished state with that sound? It seems to me that creating acceptable sounds is not Polyphony's biggest issue, but rather it's management of how it's being done. Seriously speaking, there are already halfway decent sounding V10's, V8's, etc... so why do some cars like an ACR and GTS Coupe Viper sound horrible and then they go and make a SRT8 sound like a V10. I would gladly take all 3 of them with a same V10 sound and be happy. The same goes with the Ferrari 599, that got the V12 decent, but not great, and then they go and put a typical sounding Ferrari V8 on a V12 Enzo. There sound operations in studio must be criminal.
errr the viper is a V10
 
SRT Charger SRT8 sounds great imo, just heard it in a video that was posted around this forum. Compared it to the real life it sounds a bit similar.
 
Off-screen videos of GT5 before its launch, i.e. "leaks" much as the one referenced here, also sounded "good". I'd say the skepticism is warranted.

That said, some people like the direct feed of that particular car (a page or two ago), but I think it's not good enough still. It isn't part of the planned improvement, though.

Ok, i went back through the thread and found that video you're referring to. To my ears, that actually sounds more distorted than the off-screen recording, it sounds like the person recording had the recorded volume set higher than the format could handle and the high-end sounds are distorted as a result. That happens when i record things with an Elgato off of my PS3 and have the recording volume set to max. Still, it sounds almost what i would expect a high revving V6 to sound like, but it does still sound a bit too digitized.
 
Still don't quite understand how brits can call that a hill climb lol

It's really just the driveway to Goodwood house (I wish I could have a hillclimb on my driveway!). The event isn't really about the actual hillclimb itself, it's more of a celebration of the cars and bikes on display. Although some choose to try and get the best time over the weekend (only cars, bikes aren't timed) most of the machines are just paraded up the hill - and even though they go pretty slow, it's fantastic to see them in motion. For me seeing some of Barry Sheene's old bikes simply being started up is worth the ticket price alone!

Sort of related to the discussion - here is a video of the 2014 V6 Turbo engine being tested on a LaFerrari Chassis at Fiorano...sounds fantastic! :D

 
Sort of related to the discussion - here is a video of the 2014 V6 Turbo engine being tested on a LaFerrari Chassis at Fiorano...sounds fantastic! :D

That sounds vacuum cleaner mixed with lawn mover and helicopter jet turbine plus bonus whistle.
 
Was blown away when i heard this back 2009 and i still am..how sad they´ve decided to **ck it up yet again.

 

dawson-crying.jpg
 
Sort of related to the discussion - here is a video of the 2014 V6 Turbo engine being tested on a LaFerrari Chassis at Fiorano...sounds fantastic! :D

Reminds me of those old skool F1's in the 70's, loving it 👍

On the topic of GT6 engine sounds, they are as dramatically bad as they were back in GT5 and as Kazunori has literally stated that they are just "temporary placeholders", the man has to put his money where his mouth is if he doesn't want to loose credibility with his public...
 
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