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The SLS GT3 sounds much better than GT6 as an example, they still need to work on the pops and crackles and some brake squealing for example but now I'm way more optimistic.
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I'm curious to hear what you think of the new r18 sample? You can hear it clearly in the video above at 5:55
I honesty don't know what to make of it myself.R18 Sample, while more clear, still seems..bare (for lack of a better term). Its there and is its a V6 Diesel (Granted its the only racing V6 Diesel I know of) but it just missing things.
There's little chance it will work like that, unfortunately.Imagine if AES tech improves to such an extent where PD just needs to record a low, mid and high range source of a car over a single 1000m dash, let the AES software 'hear' the sound like Shazam then it inputs its own values and algorithms to accurately replicate the cars sounds for both exhaust & induction.
Imagine......
Honestly, the AES system going off engine parameters would probably be more accurate.Imagine if AES tech improves to such an extent where PD just needs to record a low, mid and high range source of a car over a single 1000m dash, let the AES software 'hear' the sound like Shazam then it inputs its own values and algorithms to accurately replicate the cars sounds for both exhaust & induction.
Imagine......
I don't understand how every other devs manage to have some decent sounds from nice (Forza) to awesome (R3E) and Poly don't. But at the same time, every other devs struggle to have a realistic ligthing when Poly has the best one IMO.
Some devs with little budgets have great sounds with OK graphics, that is a proof for me that it's not a matter of money. Maybe a philosophical question for PolyEven modders can do it even if a lot are overdone.
A rather bizarre way of thinking. Other games don't spend as much time obsessing but end up with better sounds overall, but PD are perfectionists and end up worse sounds overallIt's got to do with PD's perfectionist attitude, I think. Lighting can be calculated with mathematics, and the boffins at PD understands this and implements it perfectly. But sound is organic, messy, variable and imperfect. PD with their OCDness tries to make cars sound clean and perfect, which unfortunately makes it sound synthetic and completely different from reality.
Other games they don't spend as much time obsessing. That's why lighting can be off sometimes. But for sounds they just playback the recordings from real life as it is. Burbles, crackles, pops, dings, warts and all. It's raw, and it's fantastically real 👍
A rather bizarre way of thinking. Other games don't spend as much time obsessing but end up with better sounds overall, but PD are perfectionists and end up worse sounds overallI think you have you've got it backwards mate.
It's the lack of intake sounds, which originally was a recording issue.This may have been said here on this forum before; it's not how the engine sounds are recorded by PD, it's how they are processed.
I might just take you up on that.PD's approach, like usual, is just way too complicated and exotic. I said it once and I'll say it again: Give me the recorded samples and let me mix them in FMOD or Wwise, I guarantee you the result will be better than whatever we're hearing now.
I can prove it to you in Assetto Corsa. My only issue is that I suck in getting good samples out of videos for example, but when you provide me loopable samples, I can create some decent audio in FMOD.I might just take you up on that.![]()
PD's approach, like usual, is just way too complicated and exotic. I said it once and I'll say it again: Give me the recorded samples and let me mix them in FMOD or Wwise, I guarantee you the result will be better than whatever we're hearing now.
The thing is, I'm no professional, I would NEVER get a job like this. Also, my handicap wouldn't allow me to travel.I'll ask you what i asked someone else recently.
Have you tried contacting Sony or PD?
And if you have, also try contacting Jordan, see if he can help you.
The only thing I will say is that in my experience the loop extraction step is the most important, since it determines the content of the sound outright. Anything else afterwards is technically tweaking. It is hard, but there is a little trick you can use: pulsetrains sound the same backwards as they do forwards (psychoacoustics at work).I can prove it to you in Assetto Corsa. My only issue is that I suck in getting good samples out of videos for example, but when you provide me loopable samples, I can create some decent audio in FMOD.
Unfortunately, the best projects I worked on were abandoned by the modders themself and I also lost a lot of stuff in an HDD crash some months ago. You could check out my work for the Sierra RS500 Cosworth mod for Assetto Corsa, although I'd do things different now.Alright then.
But could you show us some stuff you have?
Like a comparison video between two cars?
Yeah but that's not really ideal, because the audio starts to pulse and sound weird quickly.The only thing I will say is that in my experience the loop extraction step is the most important, since it determines the content of the sound outright. Anything else afterwards is technically tweaking. It is hard, but there is a little trick you can use: pulsetrains sound the same backwards as they do forwards (psychoacoustics at work).
So what many people do is isolate a part where it sounds good or reasonably steady etc., copy it, reverse it, remove the first and last sample points (e.g. a 1/44100th of a second at either end) and append it to the "forward" section you already have. This is the kind of thing it would be beneficial to develop a tool for to streamline it, because the whole sound isn't just a pulsetrain, there are other parts that might sound obvious when reversed.![]()
Unfortunately, the best projects I worked on were abandoned by the modders themself and I also lost a lot of stuff in an HDD crash some months ago. You could check out my work for the Sierra RS500 Cosworth mod for Assetto Corsa, although I'd do things different now.
EDIT:
Yeah but that's not really ideal, because the audio starts to pulse and sound weird quickly.
You need to pitch correct the audio to get a constant engine tone for the several RPM ranges and for the love of all that's holy I usually screw it up.![]()
I take it you have already heard the final result then?PD's approach, like usual, is just way too complicated and exotic.
The approach has nothing to do with the end result. If they used a simpler technique, we would've better results now. Even if they add more effects, the engines, shifting and tyres still sound artificial and bad.I take it you have already heard the final result then?
Pitch correction is easily done automatically with the right tools - engine sounds are largely harmonic, so it should only need a small amount of hand guidance. Don't ask me which tools, though, and I've never bothered to try to implement any algorithms myself, but the granular stuff kind of has to have it by default, so that might be a good place to look....
Yeah but that's not really ideal, because the audio starts to pulse and sound weird quickly.
You need to pitch correct the audio to get a constant engine tone for the several RPM ranges and for the love of all that's holy I usually screw it up.![]()
The approach has nothing to do with the end result. If they used a simpler technique, we would've better results now. Even if they add more effects, the engines, shifting and tyres still sound artificial and bad.
Yes, better than GT6, but that's nothing to be proud of...
Pretty much, yes.It's more that if they hadn't bothered with AES they'd have made better samples already, which might be what you mean.