The Sound Update Thread (The Return)

  • Thread starter TayeezSA
  • 1,178 comments
  • 147,370 views
VBR
Didn't PD hire a sound designer from Turn 10 who worked on Forza 4 a while back? I sure hope the sounds in these videos are just place holders!


:nervous:
Everyone likes to bring him up. The problem I have is that AES was well underway before he joined. He isn't going to be revolutionising the way PD go about the audio, they have already started that themselves.

You also have to remember he dealt with samples. I'm not saying the guy will be useless, but I feel he is probably there more to wisely guide the team than single handedly raise raise engine sounds from the dead.

@VBR a lot of these sounds are brand new from what I hear. If they are placeholders it would seem PD have wasted time developing placeholders over the new sounds themselves. So, yeah, probably not placeholders.
 
VBR
If that's true, then it's very sad indeed. I assumed PD were going to give him free reign to so whatever he needed to do in order to compete with DRIVECLUB, & Project CARS etc.
But why? AES was already under way. Why scrap something that could possibly be huge?
 
Personally, I like the sound of AES, specially the lotus 97t, vgt cars and the GTR LM Nismo. They sound much better than old samples. I don't have problem with down shifting sound because I have button trick to make it sound better.
 
I personally think Mike Caviezel is heading a new team based in the USA, primarily artistic. But yeah, the tech will already be planned out and working in some form.

PD may be holding off showing off the sounds in their actual form for PS4 until nearer release, or they may be being conservative in this first iteration, keeping as much the same as GT6 in order to get it out the door quicker. The fact that they appear to be using new samples suggests the latter.

If you mix AES tweaks with new samples you can get reasonable results, but that's spending a lot of time to make art for a stop gap mix of tech when you have a lot of pre-existing art, or at least a pre-existing method to produce new art quickly, and the need to make new art for the actual eventual target on PS4 (which may be the real delay and justify the need for Mike's new team).
 
Get it out the door quicker? They've had plenty of time, this isn't a launch title they're knocking out!
And it was never going to be. Quicker is a relative term. Quicker than it might otherwise have been. Which anyone who waited for GT5 understands only too well.
 
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.

Thanks. We've had some form of separation for quite a while. We don't allow the player to completely solo the engines for obvious reasons though. And of course, what some people think is the ideal mix, others will not.

Basically though, we try, and we learn from our mistakes :)
 
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!



Thank you so much. I completely agree with you. It's rather disappointing that the main gaming awards have completely ignored DiRT Rally for sound whilst some of it's competitors are getting recognition simply because they're linked to larger publishers. I wouldn't go so far as to say we're ahead of Anthony's work in Race Room, but we're getting there. That guy is simply awesome.

Dave has done absolutely mind blowing work in this latest game, in particular with the environmental audio. Of course technology also improves over time. Many of the recordings Chris and I did for DiRT 2/3 were using a 2 channel digital recorder. For DiRT Rally we are up to 8 channels, all on track. The cabin effects have worked out really nicely. We're taking audio measurements of what the cabin does to external sound and using those measurements to recreate the effect in real time, in game. In DiRT 2/3 we didn't have the CPU for anything like that so we were using basic filtering - as in reducing the high frequencies using a graphic equaliser effect. We started using this on GRID 2 but was overused creating what I called the 'toilet effect' hehe.

Thanks for the drivetrain video. Not to want to steal ideas, but that will be useful of course ;)

m
 
Man that sounds fine to me, it could do with some more pop and crackle from the exhaust and a little more from the transmission but I like it and I think it's a definite improvement. Personally I'm excited for this game.
As I said earlier somewhere, getting the cylinder count and basic note right is more important to me than adding in loads of detail (a more detailed V10 Lambo noise would be great but still does not belong on an Aventador). If the complete transformation to great sounds is going to take some more time, let's not make the current progress still make me bang my head repeatedly against the wall :lol:
 
Sounds like some representation of intake sound has crept in for the 458, which is extremely important for that particular car. Wonder if that's universal or special treatment through hijacked "engine" samples...
 
Would like to hear improvements in tire and road noise. Currently, it's on or off. Either, quiet, or all out screeching like you're drifting.
Also the ability to change the sound between windows up and windows down on a stock production car. To hear the wind while the windows are down, or the muffled sound when the windows are rolled up.
 
After watching the stream for a second time, here's my first impressions:


Mazda Roadster S (ND) N200: Very lively, can't hear much of that dull sound they usually have.

Toyota TS030 Hybrid: Couldn't really tell with all the jump cuts, need more video.

Mazda LM55 Vision GT: Retains that fantastic sound in what seems to be a slightly improved version of that AES system put in GT6

SRT Tomahawk GTS-R Vision GT: Still has that oversaturated drone from GT6. Can only guess its still using the same sample.

Hyundai N2025 Vision GT: Well...like all the electric cars?

Peugeot 908 HDI FAP Peugeot Sport Total: Basically using the GT-R GT3 Sound from GT6, Turbo hiss and all.

Jaguar F-Type GR.3: Very Jag-like, about as good as the XKR-S Sample (which was one of the best samples in GT6)

Renault R.S.01: Sounds good, though not quite as Nissan-like (for lack of a better term) as its real life counterpart

BMW Z4 GT3: Miles better, actually sounds like a V8. They are clearly trying to mimic that distinct octive of that car, but its missing that additional detail that really brings it out.

Alfa Romeo 4C GR.3: Sounds like it has the sample from the Evo Rally car in GT6 (which I'm not sure if that is even right or is an attempt at a racing version of its Straight-4, the same engine as the Evo ironically)

Audi R8 LMS: Sounds good, abit more raw then GT6 but missing some meatier details

Toyota FT-1 Vision GT: Actually sounds closer to the real life TS030 then the car in game, which is..odd

Nissan GT-R GT3: Couldn't really hear it, need more footage.

Aston Martin Vantage GT3: Not quite V12-ish in some cases but the onboard seemed slightly closer (Though more towards the old DBRS9 then the Vantage). I definitely need to see more footage to be sure.

Peugeot Vision GT: Not really audable.

Corvette C7 Gr.3: As with the Ferrari (though much more clearly), sounds more like the road going car then a competition version like the C7 GT3 or the C7.R

Mitsubishi Evo Final Edition: The first car with that turbo chirp. Main sound needs more meaty straight 4 sound (Something that the Alfa has weirdly), but the turbo is quite crisp.

Mercedes SLS AMG GT3: Still the same sample from GT6

Volkswagen Golf GTI Roadster Vision GT: Haven't heard it once so unsure.

Mclaren 650S GT3: Sounds distinctly Mclaren, though could use a little more bass.

Subaru WRX Gr.3: Very much sounds like a boxer and appears to be using a improved version of that AES effect, just needs abit of tweaking. Turbo chirp just as good.
 
I'm expecting much much worse to be honest. It's an imrpovement but it is not there yet. Can't wait to see what PD can improve
 
As in the VGT cars? Or just the others

Either way, the cars it did run on used the most basic set up, only one or two parameters. There are hundreds in the files.

@Griffith500 would explain it better.

I think all the cars I've heard in GT6 sound awful compared to Driveclub & Project Cars. Have you spent any time with those games on PS4?
 
Last edited:
It is disheartening to know the sounds have remained largely the same. There's no depth or character to the notes. The same repetitive tire screech sounds from previous GT games and virtually non-existent crash physics.

On the upside, great visuals as always, but that isn't everybody's bag.



 
VBR
I think all the cars I've heard in GT6 sound awful compared to Driveclub & Project Cars. Have you spent any time with those games on PS4?
A lot. I give high praise to driveclub for always getting the note correct, but overall the sounds are way too synthy.

Project CARS has some accurate samples, but half of them sound terrible and share samples. The samples all may sound nicer than the average GT car, but that means nothing when they belong nowhere near the cars they've been dumped on. The inconsistency is almost as bad as GT.

My favourite game for audio currently is Dirt Rally. It's better than both by far.

@Speedster911 those last two vids are PCARS.
 
It is disheartening to know the sounds have remained largely the same. There's no depth or character to the notes. The same repetitive tire screech sounds from previous GT games and virtually non-existent crash physics.

On the upside, great visuals as always, but that isn't everybody's bag.





I wish you would realize that the last 2 videos are not GT...
 
Some of the samples are decent enough (not all cars sound perfect in other games keep that in mind), I hope they focus more on the whining of the gearbox the squealing of the brakes and the sounds of the cars scrapping their underside on the road and curbing.

Almost every game does that now so that is the standard required, it's a step up but still below par.

What is the AES everyone keeps mentioning?
 
Some of the samples are decent enough (not all cars sound perfect in other games keep that in mind), I hope they focus more on the whining of the gearbox the squealing of the brakes and the sounds of the cars scrapping their underside on the road and curbing.

Almost every game does that now so that is the standard required, it's a step up but still below par.

What is the AES everyone keeps mentioning?
It's how the VGT cars and one or two others run sound. It's a live simulation of engine sound instead of samples (It's very basic in GT6, using only a few parameters).
 
Back