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- Canada
- TheDrummingKING
After being taught properly in physics today about the Doppler effect and why the sound waves do what they do, I'm very impressed with how well GT5 simulates it! 
There have been a few tweaks to individual cars' stock sounds with some of the updates, at least as far as members here have been able to discern - there are a few examples earlier in this thread. The general sound balance in replays etc. has also been tweaked more recently.
But no, there has been no massive improvement overall to the accuracy of engine sounds, especially the tuned sounds. I don't know where or why GT5 got bad reviews (I never read any) for its sound, but it's probably because it's not quite like NFS or Forza.
I would add:
- Fitting a different exhaust shouldn't change the engine architecture (3 cylinder engines becoming 4 cyl, 8 cyl becoming 6 cyl, etc)
- There's more than just the engine and the exhaust that make noise in a car (no need to make a complete list here, most people get the idea, I guess)
If PD are reading this, I would like to constructively make some suggestions to further improve the car sounds:
Road Cars: These do not need some of the gearwhine thats given to them. The sounds are there, but they are not done improperly. They should be muffled as if the interior has insulation like the real cars do. Its what especially differenciates the Mid-Engined cars as their sit directly behind
the driver.
Race Cars: Some require a major overhaul, others need slight tweaking. For instance, all the NASCAR COTs need the gearwhine to be removed, those engines aren't crate motors and they do not have superchargers at all. Cars, like some of the prototypes meanwhile, need that synthetic sound on them removed. I can hear the V12 in the BMW and the Jaguar, but they appear to be wrapped in what seems to be unnecessary layers. The Peugeot 908 is a unique problem seemingly with anyone that features this car, but GT is the closest to actually having the Diesel sound on it correct. It needs wind buffeting noise, significantly less gearwhine and more Mechanical noise from onboard and from outside it needs more wind noise & more gearwhine.
These are some examples as there are alot but if you are reading this, please take some of this advice. You guys have a great game that still can be the best.
I'm not sure what you mean about gear whine in normal cars, I don't notice it personally (unless I've upgraded the gearbox, of course) except for in botched gear changes, which is normal.
As for the 908, I don't see why anyone should have a problem with getting it to sound right. The (sound designer's / artist's) techniques are the same and Diesels don't really sound that different to petrols, outside of the noise coming from the engine block, which is heavily insulated in most cases, or simply masked by louder sounds (exhaust) in the case of the 908.
I think I used the wrong word for it for lack of a better one, but there is this kind of whirring you hear in the cockpit on some cars in there stock settings. Its Usually noticible around the higher RPMs.
I'm not sure if it applies also to road cars as I've never been near one or heard one, but the Diesel Prototypes are for the most part, quiet when they fly by and from the cockpit don't really have the kind of main tone like conventional petrol cars. The problem I see 9Or hear)other devs is they don't seem to take into consideration that there isn't a main engine tone to mask gearwhine, block noise and wind so instead just put one synthetic sound as the solution. I'll try to better explain where I'm getting at:
[URL="http://www.youtube.com/watch?v=SeCsaXlHaIc"]First[/URL]
In this you mainly hear the primery engine tone itself, a little gearwhin but nothing from the block or wind noise
Second
Whereas here, there is far lower main engine sound and you can more clearly hear the Gearwhine, the Block and the wind.
PD seem to have all three of these present, just not arranged correctly.
Griffith.
How do you know all of these things? You must be...at least 176 years old to have acquired all of this knowledge.
How do you synthesize those sounds (in brief)?Haha, thanks.I have a fair bit of free time at the moment, so that probably explains it! Plus, I've been trying to synthesise engine sounds from "first principles" on-and-off for about three years. Still a long way to go...
How do you synthesize those sounds (in brief)?
Any samples?
It's currently, perhaps contradictorily, sample based!It's very similar to "normal" sampling where there is blending between rpm levels, the difference is the samples are only for a single cylinder.
The easy part is sending these samples to a delay line and reading them back at different offsets to give the impression of a multi-cylinder engine, and it's also possible to account for exhaust / intake / block geometry in this way, too.
The tricky part is the samples themselves, since one cylinder is affected by its neighbours etc. However, simply using a noise burst can give the impression of the intended engine type and a bit of filtering yields more palatable results, close to the sounds in Live For Speed.
I am experimenting with proper "physically-simulated" samples, which is proving very difficult, for me. I have to say, I much prefer chasing down various engine configurations and getting them to "work".
I'd prefer not to show anything - it's kind of a personal "just for fun" project right now anyway. The general quality is similar to vanilla LFS, though, but without the benefit of positional audio and other in-game stuff.
You could always try it yourself!Go here, clear the pattern and set the pattern length to 8 (edit menu). Put a kick in the first, third, sixth and seventh columns and start ramping up the bpm
Then remove the sixth kick, and put one in the fifth column instead. The first pattern is like a cross-plane four (e.g. '09+ Yamaha R1) and the second like a normal straight four, where the tempo "bpm" is directly engine rpm in both cases. This is, at a basic level, how my synthesiser works!
EDIT: Some more patterns! A third would be like the second, but remove the kick in the seventh column. This is like a Laverda triple, or a four cylinder with a misfire...Try a Ducati V4 (almost): 1, 5, 6, 8; or a Ford V4: 1, 2, 5, 6
I'd love it if more developers took a stab at this approach; it has so much potential, as long as it can be properly optimised.
When I was in Games dev, we tried this sort of stuff, biggest problem was (back then with the PS2 and such), it just chewed up too much processing, there was a great little program around about 5-10 years ago which was an engine audio simulation.. you could change all sorts of variables, sounded pretty accurate... But still sort of 'mechanical'.. lacked the 'organicness'.
I have an update to add to this thread:
Standard Mercedes E55 AMG has the best V8 sounds in the game.
That is all.
Not sure I've tried this car... I might even own it! Will check it out!
By the way, have you heard a standard Jaguar XKR Coupe '99? Wowzas! Sounds great!
Not much has changed, then.I just hope those who have tried it have kept notes, it's mostly trial and error. Once you've distilled the "problem" down to the most important factors, optimisation will be much easier. This kind of work is ill-suited to ordinary CPUs, but would work excellently on SIMD hardware. However, I think even the PS3 would struggle to do this and run a game at the same time.
But, it doesn't have to run in real-time. It can be used to generate masses of samples "offline" for use in the normal manner, but with much finer changes in sound according to any mods that might be made. See sonory.
The biggest issue at the moment for me is that I'm using single-threaded software on a multi-core machine...
This program you speak of, it wasn't by any chance "Synth Builder" / "Staccato Engine", was it?
Doesn't sound like a Mercedes V8 to me. Sounds like a generic V8...
Ah, staccato, that was it!! For the day it sounded pretty good but chewed up enormous amounts of processing, was a good idea though!