The Sound Update Thread (The Return)

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Why is it that PD can make impeccable looking cars, with top notch physics, but continuously struggle with something that nearly everyone else has gotten right since the last generation (audio). Didn't they even get one of the Forza sound engineers?

It just seems like a curse at this point.

In case you haven't noticed, there is ample evidence of profound improvements since the last title. With PD's chosen method, it will only continue to improve as well. I would not be surprised if in a few years GT becomes leader of the pack in terms of audio.
 
Why is it that PD can make impeccable looking cars, with top notch physics, but continuously struggle with something that nearly everyone else has gotten right since the last generation (audio). Didn't they even get one of the Forza sound engineers?

It just seems like a curse at this point.
While external audio still has issues with accuracy and audio positioning (it may sound better with earphones or 5.1), I have to say I now think PD has the best in-car mix amongst all the console players. As someone who follows lots of sportscar racing they've done a fantastic job capturing the whole ambiance and subtleties. So many titles just go for the roaring engine, pops and bangs, but all sounding like disparate elements with strange audio levels.
 
While external audio still has issues with accuracy and audio positioning (it may sound better with earphones or 5.1), I have to say I now think PD has the best in-car mix amongst all the console players. As someone who follows lots of sportscar racing they've done a fantastic job capturing the whole ambiance and subtleties. So many titles just go for the roaring engine, pops and bangs, but all sounding like disparate elements with strange audio levels.

Indeed. There is something that is always going to be there, and that's always true, you can't satisfy everyone. But if we talk about accuracy, PD is really there now, even when some people still complains, they are really nailing it. I can't wait to pump my 5.1 up and destroy my walls and my neighbour's ears... :D:P
 
Having tried both Forza 7 (demo) and Pcars 2, I am finding GT Sport has a lot of things in the sound mix that other two lack and makes them feel empty in a weird way.

Like lack of road noise rumble, wind noise at high speeds and weird tyre noises and squeals.
With PCars2, the sound you hear inside the car is pretty much the same as outside on replays, and the doppler effect is not quite there.
Overuse of distortion destroys the raw car audio texture. The sample looping approach is very obvious and annoying when your moving at constant throttle and speed, like in the pit lane, you can hear weird bits in the sound in some cars fading in and out as the sample loops (dyno?)

Forza7 just sounds like a single layer sample going around.

GT Sport's part synth approach does allow for more interaction, IMO
 
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Having tried both Forza 7 (demo) and Pcars 2, I am finding GT Sport has a lot of things in the sound mix that other two lack and makes them feel empty in a weird way.

Like lack of road noise rumble, wind noise at high speeds and weird tyre noises and squeals.
With PCars2, the sound you hear inside the car is pretty much the same as outside on replays, and the doppler effect is not quite there.
Overuse of distortion destroys the raw car audio texture. The sample looping approach is very obvious and annoying when your moving at constant throttle and speed, like in the pit lane, you can hear weird bits in the sound in some cars fading in and out as the sample loops (dyno?)

Forza7 just sounds like a single layer sample going around.

GT Sport's part synth approach does allow for more interaction, IMO

That's where I stand as well (judging from Youtube videos though) Overall the 3 are very close. Each does something better than the other.
 
IMO Forza 7 has gone backwards sound wise, the GTR in the demo sounds really bad. The big truck sorta sounds like a big truck, but not like the ones I hear in real life. The shifting doesn't sound that good, and the tyre sound is just one sound, on/off and doesn't sound realistic. I don't feel immersed and enveloped by the sound like you want to be.
It looks good, but it feels, plays and sounds like a "game" game, if you know what I'm trying to get at
 
IMO Forza 7 has gone backwards sound wise, the GTR in the demo sounds really bad. The big truck sorta sounds like a big truck, but not like the ones I hear in real life. The shifting doesn't sound that good, and the tyre sound is just one sound, on/off and doesn't sound realistic. I don't feel immersed and enveloped by the sound like you want to be.
It looks good, but it feels, plays and sounds like a "game" game, if you know what I'm trying to get at
Some cars sound straight up regressed from horizon 3 like the Centenario it's really bizzare.
 
IMO Forza 7 has gone backwards sound wise, the GTR in the demo sounds really bad. The big truck sorta sounds like a big truck, but not like the ones I hear in real life. The shifting doesn't sound that good, and the tyre sound is just one sound, on/off and doesn't sound realistic. I don't feel immersed and enveloped by the sound like you want to be.
It looks good, but it feels, plays and sounds like a "game" game, if you know what I'm trying to get at
I partly agree and disagree with your statement soundwise the GTR GT500 has gotten a massive improvement and some cars has gotten a far more better accurate engine note while others do not compared to past Forza title's.

Soundwise GT Sport sounds great, but not immersive (while it shows improvements in exhaust backfires, tire noise, (actual) clutch/ stick shifting, transmission stuttering (still no juddering) and last but not least an overall bump in how engine notes is represented.
However it is not "realistic" enough and in certain instances during reaching a higher RPM it even gives a generic/synthetic sound (and not enough reverb in narrow areas/tunnel, hopefully this changes for launch).

While Forza sound capturing in most cases does not give that generic/synthetic sound while capturing the engine note (only in certain cars).

The only part where I agree is where GT Sport captures more sounds that you can hear while driving/racing in cockpit and or the loud road noise in replay view.

Now going back on topic "GT Sport".
 
Sounds very advanced!
GT SPORT Website
Sound
A true-to-life audio experience, where you can even hear the wavering of torque in the drivetrain

The interior of a car is filled with a variety of sounds, including engine sounds, transmission noise, exhaust sound, road noise, wind noise and more. In Gran Turismo Sport, not only are real-world cars bench-tested and recorded in optimal environments, a sound simulator has been developed in collaboration with the audio technology department of Sony Corp. in order to recreate an ‘optimal sound’ that even takes into account the mechanism behind human aural recognition.
Link

GT SPORT Sound.png
 
GTS sound detail and quality is suddenly above its competition. PC2 uses the same annoying loops for transition sounds while FM7 is just the same if not going backwards(the interior sound stage is so large that racing cars feel like a family van).
 
Whether GT Sport is truly accurate to the real world or not can be objectively measured. Subjectively though, it depends on what you prefer. Case in point is tyre squeal. It might be accurate, but as I don't drive like that on the edge in daily life it's not a sound I hear too much of! So, I personally find it annoying. By the same token I don't like some of the OTT engine sounds found in other games, instead preferring something more muted like you find inside most cabins, with tyre roar and wind noise.
 
I will have to wait until I play the game to ultimately judge, but to be fair they have made significant improvements in ambient details, and accuracy; Perhaps more than the other two main competitors (PC2 and Forza 7). But on the other hand, they still seem to have a way to go in terms of clarity and power, at least from what's on youtube.





Maybe it's too much to ask for though, since none of them really sound as good as an actual race yet.

This is probably the closest I've heard GTS sounding to a real life recording -

 
Its odd how still, no one has really nailed that mechanical drone of the V10. Either its there but barely audible or not there at all.
 
^ click bait channel using old beta footage to compare games again....

this is more recent


but you can also find R8 vids that sound different to the one used in the comparison. Most of these onboard cams have crappy mics
 
In case you haven't noticed, there is ample evidence of profound improvements since the last title. With PD's chosen method, it will only continue to improve as well. I would not be surprised if in a few years GT becomes leader of the pack in terms of audio.

I think "just enough" is not good for most of people. Despite improvements current GTS sounds are nowhere near even mediacore sounding games. As for "it will only continue to improve" we know full well how that went with GT6 and their promise.

Secondly Pcars devs made 2 games from 0 while being crowdfunded for their first game and yet even in Pcars 1 they had better sound that series with decades of legacy, milions of sales and bilions of earnings and with Pcars 2 they even have more cars than GT.

I would absolutely love GT with proper sound effects but it seems like Kaz has some people in team who clearly are below standards of their game and is either forced to keep them on due to Japanese law or just maybe they are friends or something and doesn't want to fire them regardless of how bad job they will do which is understandable on personal level but not at the fan level if you get shoddy work time after time.

What is worse to me is that they could hire Raceroom LEAD sound dev who wanted to be hired by PD and they choose forza dev who wasn't i think even a lead.

What is doubly worse there are even modders like elMariachi90 who can use common sound tool like FMOD and mod car sounds to racing sims that sounds levels above any racing game:

 
I think "just enough" is not good for most of people. Despite improvements current GTS sounds are nowhere near even mediacore sounding games. As for "it will only continue to improve" we know full well how that went with GT6 and their promise.

Secondly Pcars devs made 2 games from 0 while being crowdfunded for their first game and yet even in Pcars 1 they had better sound that series with decades of legacy, milions of sales and bilions of earnings and with Pcars 2 they even have more cars than GT.
Sorry, maybe I'm in the minority here but when I listen to that nurburgring video at night previous, it hardly sounds worse than mediocre as you imply. That statement alone almost nullifies your position. Do other current games sound "better"? Maybe. Define better though, because what's better for you might not be better for me.

As for PC and PC2 being made from zero while being crowdfunded, yep, the boys did good. Except in my experience the original played like crap with a pad, and by all accounts PC2 is either no better or worse (anecdotal as I've not played it, only read reviews). On the assumption that GTS handles at least as good as the best before it with a pad, that's the number one priority for me. Yes PC2 has more cars too, but nor do they look as good as those in GTS. All depends on what your priorities are I guess. With sharp handling and achingly beautiful graphics like that, as long as it sounds good to me, happy days.
 
I think "just enough" is not good for most of people. Despite improvements current GTS sounds are nowhere near even mediacore sounding games. As for "it will only continue to improve" we know full well how that went with GT6 and their promise.

Secondly Pcars devs made 2 games from 0 while being crowdfunded for their first game and yet even in Pcars 1 they had better sound that series with decades of legacy, milions of sales and bilions of earnings and with Pcars 2 they even have more cars than GT.

I would absolutely love GT with proper sound effects but it seems like Kaz has some people in team who clearly are below standards of their game and is either forced to keep them on due to Japanese law or just maybe they are friends or something and doesn't want to fire them regardless of how bad job they will do which is understandable on personal level but not at the fan level if you get shoddy work time after time.

What is worse to me is that they could hire Raceroom LEAD sound dev who wanted to be hired by PD and they choose forza dev who wasn't i think even a lead.

What is doubly worse there are even modders like elMariachi90 who can use common sound tool like FMOD and mod car sounds to racing sims that sounds levels above any racing game:



I think there is a disconnect between how different people perceive audio quality. While the 787B mod you posted sounds pretty accurate, the quality of the translation is pretty bad. It's less apparent in the moving shots due to the doppler effect, but you can hear it in the stationary shots. You can clearly hear the pitch-shifting and the sample looping. (The thing that irritates me the most about the sound quality of the FM series is the very obvious pitch shifting which makes many of the V8s sound like Star Trek phasers when free revving, due to the absence of enough sample material). On the other hand, GT's sound creation engine approaches higher quality with fewer discernible artifacts (pitch shifting, looping, poor bit rate samples, etc) but has some way to go in terms of replicated real sounds convincingly. The ideal is the best of both worlds. Collecting real world samples is a difficult task, but you have to do it for high sound quality. The best I can think of is the Dirt series. But the dirt series has a very limited car list, so putting a car on a dyno for recording for potentially hours is doable. When your car list gets high, this becomes less workable. I think PD has made the right decision, and the more they work on it, the better it gets.

And regarding PD's personnel decisions, who knows what they specifically needed in terms of staffing? Maybe the Raceroom dev didn't know jack **** about sound simulation?
 
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I think "just enough" is not good for most of people. Despite improvements current GTS sounds are nowhere near even mediacore sounding games. As for "it will only continue to improve" we know full well how that went with GT6 and their promise.

Secondly Pcars devs made 2 games from 0 while being crowdfunded for their first game and yet even in Pcars 1 they had better sound that series with decades of legacy, milions of sales and bilions of earnings and with Pcars 2 they even have more cars than GT.

I would absolutely love GT with proper sound effects but it seems like Kaz has some people in team who clearly are below standards of their game and is either forced to keep them on due to Japanese law or just maybe they are friends or something and doesn't want to fire them regardless of how bad job they will do which is understandable on personal level but not at the fan level if you get shoddy work time after time.

What is worse to me is that they could hire Raceroom LEAD sound dev who wanted to be hired by PD and they choose forza dev who wasn't i think even a lead.

What is doubly worse there are even modders like elMariachi90 who can use common sound tool like FMOD and mod car sounds to racing sims that sounds levels above any racing game:


The video you have shown above is very poor compared to the audio provided in GT Sport. There is lots of looping, as @Eunos_Cosmo point out transmission and gear shifting sound rather weird and more flaws can be found within that simple video of the 787B. While it may have created a very accurate representation of the mazda 4 rotor engine, it falls short behind every other console, PC title that exist in terms of quality.
 
Look at this mazda in real life with those ****** quality sampling:



It is not ****** quality sampling but rev change on rough surface when tyres lose grip which give you those weird momentary changes in engine pitch while it accelerates. Secondly i don't know how the hell you guys heard other noises from cabin FROM OUTSIDE VIDEO. Third it is AC mod so all pop ins, cage rattle etc are in this mod as well.

Show me better sounding 787B in any game i dare you. In video i provided 787B sounds EXACTLY like 787B.
GT5/6 787B was quite good but it was A) completely sterile like all other cars B) sound clips used were streatched out to much like every car in GT5/6 on high rpms

You people remind me of GT5 era when on this board we were posting pages of tutorials how to get GT5 sound to be amazing as it somehow required home theater to sounds real instead of like vacum cleaner and most of people were saying GT5 sounds were "accurate" instead of overdone or some other ******** excuse.

And regarding PD's personnel decisions, who knows what they specifically needed in terms of staffing? Maybe the Raceroom dev didn't know jack **** about sound simulation?

Receroom dev lead audio dev didn't know jack**** about sound simulation....
Best sounding racing game to date dev didn't know about sound simulation...

If GTS could have half of quality of Raceroom sound i would jump around from happiness.
 
Look at this mazda in real life with those ****** quality sampling:



It is not ****** quality sampling but rev change on rough surface when tyres lose grip which give you those weird momentary changes in engine pitch while it accelerates. Secondly i don't know how the hell you guys heard other noises from cabin FROM OUTSIDE VIDEO. Third it is AC mod so all pop ins, cage rattle etc are in this mod as well.

Show me better sounding 787B in any game i dare you. In video i provided 787B sounds EXACTLY like 787B.
GT5/6 787B was quite good but it was A) completely sterile like all other cars B) sound clips used were streatched out to much like every car in GT5/6 on high rpms

You people remind me of GT5 era when on this board we were posting pages of tutorials how to get GT5 sound to be amazing as it somehow required home theater to sounds real instead of like vacum cleaner and most of people were saying GT5 sounds were "accurate" instead of overdone or some other ******** excuse.



Receroom dev lead audio dev didn't know ******** about sound simulation....
Best sounding racing game to date dev didn't know about sound simulation...

If GTS could have half of quality of Raceroom sound i would jump around from happiness.

As told from before the sample used in the video you provided showed multiple flaws at a time.
First of all, on stationary reving of the car itself showed a looped sample everytime the car seemed to go below 2 rpm having like a "crack like effect" in between each time.

The engine tone of the Quad rotor Mazda 787B instead is spot on. But then comes flaws which gives away it's quality.
There is also a weird pause with some pitch shifting and no transmission juddering between each time a gear is shifted, in comparison to the IRL video you showed that there is quite evident transmission juddering. The non modded version of Asseto Corsa has that juddering each time a gear is shifted.

Second of all, NOBODY mentioned anything about sounds coming out of the cabin from the exterior sound. It was stated that the flaws mentioned above is less apparent to hear on the exterior/replay of the car due to the fairly accurate doppler effect.

Third of all, in no way some of us here used an excuse to say GTS is better in sound replicating. It is mentioned that the flaws mentioned above are less apparent due to the higher quality sampling and synthesizing (with simulated sound effects) of the engine tone in the GT Sport sound engine.
The accuracy of the engine tone itself (on some cars) is still lacking behind the likes of other racing sims with a much accurate engine tone representation (stuff like a much aggresive engine tone from a V8, V10, V12 and better spatial simulation). But that is not to say that there is no improvement over past "horrifying" engine sound.

Lastly, there is no need to keep using faul language every time you post. It only shows your lack of proper discussing.
 
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