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Sounds in-game to me and it has even GT branding.Those would be recordings of VW's "W16", probably in a Veyron, dubbed over the videos.
Sounds in-game to me and it has even GT branding.Those would be recordings of VW's "W16", probably in a Veyron, dubbed over the videos.
Sounds in-game to me and it has even GT branding.
This could be GT7 sound, it is not GT6 branded.Except Polyphony are notorious for dubbing their trailers with pre-recorded sound. They aren't the only developer in the world to do it, but it's all the more obvious when the in-game sound is so poor. The Bathurst trailer, for one, was nigh-on scandalous in its use of completely unrepresentative audio in almost every scene.
Thankfully, these days, the new AES audio system means that the VGTs that have been added are, in-game, generally much closer to the sounds in the trailers. Check out the Mazda LM55 or the Subaru VIZIV for some really excellent in-game audio, and logically, being new to the game, the Bugatti will use AES audio too, meaning it won't sound too far off the trailers either. I'm fairly confident these are still dubbed trailers, but I suspect Polyphony are far more happy using that audio in the trailers knowing that it is far more closely representative of what actually appears in game.
This could be GT7 sound, it is not GT6 branded.
The quiet W16 sound is unlike any AES sound we got so far, I'm curious how it will turn out. I think the stock Veyron sound we have isn't too far off at low RPM, although it's the watered down M5 V10 sample.
The whole point of AES I assume is to accurately reproduce sound of how the actual car would sound like. I'm hoping this is the level they have got AES already for GT7.Unlikely. If AES is the sound method they've devised and used in limited quantities so far, then they're going to use it for GT7. These are clearly not sounds from AES, as they're recorded audio as opposed to generated, synthesised audio.
Gear changes are 100% a physics / control issue. The sound engine just does as it's told; the moment you start adding fakery into the sound part to cover these physicalities, you start chasing your own tail and creating lots of special cases, when what you really need for 1000+ cars is (yes) a general model. Scipted physical gear changes fall into the category of "fakery", also, and technically exhibit the same "special cases" problem. That's maybe not a problem if you only have a handful of cars to worry about, and no modifications possible.
Using sound fakery also separates the audio feedback from the actual physical situation, adding a layer of garbled communication between the virtual car and the player. Some games fix that separation by forcing the physics to copy what the sound engine demands, but that's hardly appropriate in this case, where it should be the physics ruling all else.
So the gear changes might sound more involving etc., but to do so in this superficial way, you either have to make the cars harder / less responsive to drive (ambiguity of feedback) or you make the underlying simulation less physical. What's more important is a matter of opinion, and genre definition, but with the model you can at least get the better sounding gear changes with no detriment to the physicality or the feedback for a very large number of cars.
There are hints that PD are planning a drivetrain overhaul, as there are lists of transmission types, some of which aren't differentiated in the game as-is. The hope is that it implies a future physics change, which is greatly needed for the drivetrain modeling anyway. Once that happens, the physicality of gearchanges should be much better represented and differentiated per car.
It'll have the added benefit that PD can plug in the physical values of the cars (still) and everything should just work, with only fine tuning required, rather than hand-authoring what are basically special effects for every car (or having cars sound too similar as that unique treatment diminishes).
I never said it didn't sound good.
The main advantage with using a model instead of hand-authored content is its sheer flexibility. You cannot use samples to represent differences in cam timing, unless you have those samples to hand. You can do it with the model, and 1:1 simulation sounds as good as the real thing, if you set it up that way (Sonory).
In time, real-time implementations will have the same level of perceived quality despite the truncations and approximations, but those compromises will stay because they use less computational power than the 1:1 simulation: just as it is with graphics, and the existing sample-based synthesis.
You seem to think this is some kind of aesthete vs. technocrat issue; it isn't. It's a content issue.
I'm a bit confused about you labeling real-time synthesis of physicaly accurate engine sounds as the "easy way", though. Surely just copy-pasting pre-made sounds (a.k.a. sampling) is the "easy way"? Unless you mean in terms of content generation (once you have the tools prepared, and the relevant data isolated).![]()
You've got the right idea, but it really isn't so simple to create something that works for 1000+ cars without using the "shortcuts" and "static foundation" offered by a physical model.I'm no expert by any means and have no programming experience; only thinking off the top of my head here, but what about some kind of algorithm that covers the entire sound spectrum as a kind of analog/digital hybrid, which can be used by all cars?
All sound is broken down into wavelengths at its basis, and in the case of a driving game there would be subcategories of combustible engines, diesel, turbo, etc. The whole spectrum of each can be stored as hi fidelity sound data, and each car could use different ranges of it. Things like shifting can be augmented as needed in real time. Each car could have its own program data.
Just rudimentary thoughts, but I suppose if it was that simple they would've done it already haha.
Did any new car in GT6 bring proper audio in the old sample format? I think most had really lazily done sounds with samples from other cars (like the Veyron, as you mention), suggesting they did not bother recording new sounds in the old format because it was inevitable they would be redone with AES. In short, that comment from Kaz about placeholder audio was correct, but only in as far as they're placeholders to be replaced in GT7.
One that instantly comes to mind is the Jaguar XKR-S
One that instantly comes to mind is the Jaguar XKR-S
@Griffith500 what controls that are user friendly could we the players mess around with?
For one I think GT should bring back different tuning companies parts and particularly for their exhausts, have sounds that differentiate one exhaust from 1 tuning company to another. For example, the difference in tone and loudness between an HKS Hi Power and a Kakimoto exhaust. Should be possible with AES no?
I think half of PD's existing sample database is taken up with recordings of various RBs in various states of tune!One thing I can congratulate GT on is that they actually got the sound of how an RB26DETT sounds right.
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I'd say that it's quite likely to be an RB26DETT with a "sports exhaust", yes. It has that soft wail combined with the taut growl from the "twin triple" configuration of the exhaust manifolds and downpipes. Sort of half Ferrari F12, half E36 M3 (exhaust only). Speaking of E36 M3s, here's a great video of some subtle and not-so-subtle changes to the exhaust on the same car under similar circumstances.I always felt the closest sound to an RB is oddly the 300SL's sports exhaust. But then I haven't heard real RBs often, heard many more VR38s in person and on video so I might be mixing them up. Still, it's a strangely unique sound that seems to be taken from a different car, could you give it a listen and tell me your thoughts @Griffith500 ?
It echoes some of the things I'm often saying:Sorry for the double post but this is worth posting.
@Griffith500 I think you might like this and the bit at the end.
GT actually keep improving. Especially the rumble, feel much more natural.
GT actually keep improving. Especially the rumble, feel much more natural.
That's the interior sound filter doing that.If they can make it sound like it wasn't recorded in the bath, it'd be pretty good.
That's the interior sound filter doing that.