Sound Update (PD is now hiring! + Email!)Answered 

  • Thread starter FoRiZon
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So would anyone be able to give me a little knowledge here.... If i take my iPhone out and were to record a car turn on and giving it some gas, i would be able to play that clip later and hear the exact noise from being there live. If you weren't looking at the video you basically have a recorded sound, exact sound, of the car you shot. I'm pretty sure you could take the recorded noise and put it to another thing.

Obviously what PD has to do is way more technical and problematic. 1200 different cars having to match are controls. But how could they not just be able to use recorded sound? Sorry if my question is completely stupid for some of you. I know absolutely nothing about this kind of thing. I just feel like for some reason there has to be a way to use live recordings.
 
So would anyone be able to give me a little knowledge here.... If i take my iPhone out and were to record a car turn on and giving it some gas, i would be able to play that clip later and hear the exact noise from being there live. If you weren't looking at the video you basically have a recorded sound, exact sound, of the car you shot. I'm pretty sure you could take the recorded noise and put it to another thing.

Obviously what PD has to do is way more technical and problematic. 1200 different cars having to match are controls. But how could they not just be able to use recorded sound? Sorry if my question is completely stupid for some of you. I know absolutely nothing about this kind of thing. I just feel like for some reason there has to be a way to use live recordings.

Well, the problem is the player :D
Of course PD could just record the sound of a car and when you accelerate in the game they just play this sound file.
But then you would just hear this one sequence.
The challenge is to get the sound for all possibilities.
So each gear with all possible revs @ possible speed including the gas pedal.
There must be a soundgenerator which can produce the real sound in a way that you think the car really interacts with your input.
So if the car is on full acceleration and you leave the gas pedal the motor in the game (soundgenerator) makes this own soundfile (no gas pedal @ xxx mph @ x gear @ xxxx rpm)

You can't do that very own soundfile out of a real recorded soundfile.
 
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Well, the problem is the player :D
Of course PD could just record the sound of a car and when you accelerate in the game they just play this sound file.
But then you would just hear this one sequence.
The challenge is to get the sound for all possibilities.
So each gear with all possible revs @ possible speed including the gas pedal.
There must be a soundgenerator which can produce the real sound in a way that you think the car really interacts with your input.
So if the car is on full acceleration and you leave the gas pedal the motor in the game (soundgenerator) makes this own soundfile (no gas pedal @ xxx mph @ x gear @ xxxx rpm)

You can't do that very own soundfile out of a real recorded soundfile.
Ahwww i understand. Its the Soundgenerator that i wasn't thinking of. Makes sense now. Thank you
 
After some research, I guess it's safe to say that the 97T sound is correct. It just needs a more pronounced turbo spool, blow off , pops, burbles and bangs then it will be complete! PD is on the right track but just needs a lil more.
Even though it's not the same car, the engine is the same. The lag to boost transition is on point!
 
After some research, I guess it's safe to say that the 97T sound is correct. It just needs a more pronounced turbo spool, blow off , pops, burbles and bangs then it will be complete! PD is on the right track but just needs a lil more.
Even though it's not the same car, the engine is the same. The lag to boost transition is on point!


These sounds of turbo-blow off, popping etc were always PDs weak points.
But they are reaylly getting better
 
I'm new here and I don't have time to read all the comments in this thread. In the first post I read about the Lotus 97T. I heard its sound live in Imola a month ago and it is pretty much the same (well done, PD!), but when in GT6 you push the throttle just a little bit and the car revs are about.. let's say 8000 rpm, the volume of the sound is lower than the one when you push full throttle and you are at 8000 rpm. Is this possible also in real life or is it a sort of bug?
 
I'm new here and I don't have time to read all the comments in this thread. In the first post I read about the Lotus 97T. I heard its sound live in Imola a month ago and it is pretty much the same (well done, PD!), but when in GT6 you push the throttle just a little bit and the car revs are about.. let's say 8000 rpm, the volume of the sound is lower than the one when you push full throttle and you are at 8000 rpm. Is this possible also in real life or is it a sort of bug?
It's an imperfect recreation. It won't be 100% identical, but good enough.
 
Worth noting that this is the "Dynapack" Kaz was talking about. Only slightly tuned by Mr. Tanabe (RIP)

et_awd.png

F1RACR_5032_6042_front_3Q.jpg

dynapack_hub_adaptor2_sm.JPG


As you can see there, "Dynapack" was used by Kaz because the wheels has to be removed in order to use it and the result is no annoying tire contact sound. Can you spot it in this pitcure at the Pitstop blog?

engine_sounde02-e1403027348937.jpg


www.dynapack.com/
 
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engine_sounde02-e1403027348937.jpg
this is how a Gran Turismo record sounds so of course it sounds terrible. Real car sound recording studios are bigger covered in noise proof foam and general are decent. PD= Baddada I'm boging it.
 
Actually the Lexus Lfa is one of the best samples in gt
Agreed.

For comparation, this is how Forza sound recorded:
mazda787bforza.jpg

Its, pretty much the same actually. But the big difference is Forza has a fan thingy (to create wind sound?).
 
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Although they should be taking the dyno either in a large room with sound absorbing walls or outside to a racetrack environment.
However the recording of the exhaust is only 10% of the work and 10% of the result.

Lets wait and see what he has to say about the
-Intake sound
-Transmission whine sound
-Transmission engagement sound, deceleration etc
-Turbo sound
-Wind sound
-Environment reverberation and echos
-Doppler and other 3d sound reproduction requirements
-Chassis vibration sound
-Gravel hitting underbody and wheel wells sound
-Gear change mechanic
-Manipulation/playback of sound in the game logic
-Drivetrain/engine 'wobble'
-Backfires, engine 'kicks' etc
-Various perspective sounds, interior, hood, rear etc.
-etc
 
Kaz has a weird obsseion with the lfa though. This is how he records the sounds on non lexus cars
IMG_0519-e1402927777297.jpg
They scared they will bent the axle if they use Dynapack on classic cars.....unless the real car owner permits.
 
Its, pretty much the same actually. But the big difference is Forza has a fan thingy (to create wind sound?).

It's aimed at the cooling vent, so its purpose is probably to cool the engine. Running the engine of a high-powered race car at full load without any cool air coming in can't be very good for the engine.
 
Agreed.

For comparation, this is how Forza sound recorded:
mazda787bforza.jpg

Its, pretty much the same actually. But the big difference is Forza has a fan thingy (to create wind sound?).


The fan thingy is not to create wind sound, it is to provide air to the radiator, oil cooler & even intake, to prevent overheating to the engine, as you can see on the picture with the Lexus next to the car on the left side there is another fan on a stand, I dont know if it was on at the time because that lexus has a front engine or if it was helping cool down the driver inside the car, or even to cool down the trans-axle oil cooler that may be located on the back of the car, thats why that lexus has air ducts located on the rear quarter panels, defenetly to get air somewhere to cool down something, and I think the Lexus LFA has a rear trans-axle from which has a torque tube going to a bell housing to the flywheel that is attached to the engine, a lot of exotic cars are built that way to balance the weight from front to rear axle, just like the SLS63 AMG & many Ferraries & even the C6 Corvettes.
 
first - I couldnt be happier they have opened the communications and actually answered.:gtpflag:

But..

Yes there is a but here..

So far there is no answer to the actual question of WHEN. All it say is "yes -they are bad", "I am sorry" :bowdown: and "this is what happened..". They say there has been a turning point - in year 2003. Thats 11 years ago. It was the time of PS2 and XBOX - Midnight club 2 and PGR 2. Half of the GT6 players were still at day care. It is ancient history in game industry. Not quite ameba but still a fish with legs.. ok - you get the point :mischievous:

I just hope the to be continued -part 3 will give us some actual news on what they plan to do with the improved sounds..

how can it be so overwhelmingly hard to record sound for PD if other companies have managed in doing it? Or is it once again that PD is held back by its own perfectionism? :D
 
They scared they will bent the axle if they use Dynapack on classic cars.....unless the real car owner permits.
The dynapack supports the car like a jack it doesn't bend axels bcause you put a jack under the car
 

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