The Sound Update Thread (The Return)

  • Thread starter TayeezSA
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Mmmm...... nope ;) We're rather proud of our car library, especially considering the miniscule budget we have compared to the likes of Polyphony.

Going off the main topic but.....

As a tactile hobbyist I would congratulate you and Codemasters for separating the audio into 3 volume selectable settings (engines/effects/surfaces) for Dirt Rally. This makes things much better in gaining a bit more control to what the tactile/shakers are doing and while the differences are maybe harder to hear than they are to feel it gives the user some control and to be able to vary the audio in each car or track.

Bonus kudos too for Dirt allowing direct link to sound options from within the game, this is so much better than having to revert to main menus/options screens.
 
Mmmm...... nope ;) We're rather proud of our car library, especially considering the miniscule budget we have compared to the likes of Polyphony.
Dave Sullivan and your team are my new heroes!

Seriously, I believe you guys have set the bar in terms of audio design and implementation in racing games.
Just revving the car at stand still feels so 'raw', 'brutal' visceral'. Don't know how to explain it but it really feels 'weighty' if you know what I mean.

The amazing exhaust notes/resonance/crackles/pops..etc is the best in the business. Very life like.
The cabin effects again, probably the best in the business. That 'muffled' or 'muted' sound you get in the cockpit is amazingly well done.
Also, how the car sounds very naturally seated in the environment especially when it comes to reverb/fall off in replays.

I could go on and on.

Just one thing, please tell me the next Grid game will feature the same audio team. Please...
And if so, just one recommendation for the physics and audio team...driveline flex simulation for that transmission oscillation and shifting effects...please!

 
Dave Sullivan and your team are my new heroes!

Seriously, I believe you guys have set the bar in terms of audio design and implementation in racing games.
Just revving the car at stand still feels so 'raw', 'brutal' visceral'. Don't know how to explain it but it really feels 'weighty' if you know what I mean.

The amazing exhaust notes/resonance/crackles/pops..etc is the best in the business. Very life like.
The cabin effects again, probably the best in the business. That 'muffled' or 'muted' sound you get in the cockpit is amazingly well done.
Also, how the car sounds very naturally seated in the environment especially when it comes to reverb/fall off in replays.

I could go on and on.

Just one thing, please tell me the next Grid game will feature the same audio team. Please...
And if so, just one recommendation for the physics and audio team...driveline flex simulation for that transmission oscillation and shifting effects...please!


That's just, wow! Any fans of GT should be listening to that to see just how far behind their sound modeling is!
 
Don't know why its just now occurred to people that GT more or less doesn't have a Transmission model. Again, hardly a accomplishment.
 
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I always find it interesting when someone cherry-picks the handful of the over 1200 cars that don't sound awful as some sort of "gotcha".

That Race Room example is, frankly, incredible. Of course, no other game on consoles comes close to that, so GT certainly isn't alone in that regard.
 
Those above videos may not sound like Vacuums but they're still devoid of any life - pops, crackles, imperfections. They're perfectly synthetic.
 
I always find it interesting when someone cherry-picks the handful of the over 1200 cars that don't sound awful as some sort of "gotcha".
I honestly thought at first that he posted those videos to back up the point that GT's engine sounds were terrible, not the other way around.
 
I honestly thought at first that he posted those videos to back up the point that GT's engine sounds were terrible, not the other way around.
Haha...me too. I'm still on the fence about it.:sly:
 
And if so, just one recommendation for the physics and audio team...driveline flex simulation for that transmission oscillation and shifting effects...please!


I'll see your Raceroom and raise you a Game Stock Car! (I posted this earlier in the thread but it's worth repeating. See if you can tell which is the real car and which is the game.
 
I always find it interesting when someone cherry-picks the handful of the over 1200 cars that don't sound awful as some sort of "gotcha".

That Race Room example is, frankly, incredible. Of course, no other game on consoles comes close to that, so GT certainly isn't alone in that regard.
I looked for some random videos and selected from maybe 20 cars or something, not from 1200. Of course some sound bad, but you should rather mention "cherry-pick" to the other person who brought one car from GT5 in order to demonstrate that GT5's sounds are like vacuum cleaners. And my post was directed to him, not to show that perhaps GT6's sounds are a reference or something.
 
That's just, wow! Any fans of GT should be listening to that to see just how far behind their sound modeling is!
What you talkin' bout' Johnny? :irked:

GT's engine sounds is going to be improved by the help of the Forza guy who did the engine sounds for Forza. So you see, JOHNNY, GTS's sounds are gonna be A LOT more better than that.... that exaggerated sound from RaceRoom, even though I said a long time ago that Forza's sound were also exaggerated. And NO, I'm not being a hypocrite. :dopey: :sly:

:lol:
 
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As far as I know the AUP doesn't preclude someone from posting similar comments on an infrequent basis.

Does every single one of them have to be in a mocking manner that again adds nothing?
 
Let's keep in mind that we want realistic sounds, not just super loud. Some of those FM4 sounds in the video that someone posted earlier are exaggerated, like the R8 sound.
We all want deep, close to real life sounds, that can be easily recognisable for each car, not a generic sound for all the v8 Ferrari's in the game with one sample working for everything.

The best example that I can give of good sounds is driveclub, since I heard them from the game, not just youtube. Some are on point, some not as close. Some too loud, some too quiet (599 GTO compared to other cars). If we get that level of sounds in GTS for the road cars, I'm happy. For race cars I need other games to compare sounds.

Now, let just sink the thought of Driveclub sounds in GT, with that huge tunnel on SSR7... Oh my.
 
It's certainly a shame Enthusia didn't have a big marketing budget, it could have been a serious contender to GT and we could still be playing a title by that name today. As it was the title was mostly unknown in Europe, I know I bought any racing game I could get my hands on in the PS2 era but never had that. I don't know how well known it was in the NA market?
 
It's certainly a shame Enthusia didn't have a big marketing budget, it could have been a serious contender to GT and we could still be playing a title by that name today. As it was the title was mostly unknown in Europe, I know I bought any racing game I could get my hands on in the PS2 era but never had that. I don't know how well known it was in the NA market?

As far as I can remember, Konami made the rather not-so-good call of releasing it in the same week (or was it day?) as Gran Turismo 4. More then likely, it was just as mostly unknown here as it was in Europe.
 
It was certainly a copy of the concept but it also did a lot of things much better than what it was copying.
 
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