Polyphony Digital Explains How Gran Turismo 7 Engine Sounds Work, Reveals Lotus Evora and AMG One

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Bro.


"full and complete" indeed 🤣🤣🤣
The roster of WEC hypercars is almost full and complete or should be in 2027. 6 out of 7 correct letters ain't bad. I am also scientific but not always very precise with English words or letters or comparing the AMG One with Mercedes VGT, but without the caveat that the VGT [race version] could be coded to have exceptional good grip&handling because it is a fantasy car, while the AMG One should have grip&handling making it close to equally fast on NBR or Le Mans or Tsukuba in GT7 as in the real world. That is if it arrives in GT7 in 2027 because this year is too late even as a Christmas present.
 
The roster of WEC hypercars is almost full and complete or should be in 2027. 6 out of 7 correct letters ain't bad. I am also scientific but not always very precise with English words or letters or comparing the AMG One with Mercedes VGT, but without the caveat that the VGT [race version] could be coded to have exceptional good grip&handling because it is a fantasy car, while the AMG One should have grip&handling making it close to equally fast on NBR or Le Mans or Tsukuba in GT7 as in the real world. That is if it arrives in GT7 in 2027 because this year is too late even as a Christmas present.
Wasn't mocking you mate, it was just a joke. Most people will agree that the Merc VGT was a weird comparison for updates as the Merc VGT was a one-time project with Vision GT, not a current supercar that people want to see in the game that we have been talking about, thanks to the leaked photos. We're talking about the AMG One in the light of other hypercars like the F80, GR GT, Revuelto, etc.
 
This. I equate it to the visuals. They produce the imagery, as you would see it with you're own eyes, or rather how the human eye would see it. I assume it would be based on some average, as everyone sees differently, as well as they hear differently too. They are conveying the sound as near to what it would sound like to be actually driving the car, as far as the interior audio goes, opposed to enhancing that sound to make it sound how we think it should sound.
Nothing wrong with switching from cockpit to bonnet cam for those who need the visceral sound tones too. I thought the comment from one reader that said the Lancia was absurdly loud (in car) bears this out. Stratos has the engine just behind your driving position and no absorbent plush interior to dampen the sound. I love the attention to detail it really deserves massive credit.
 
Again, we know they recorded the Evora for the Evora itself because the Evora was in the Gran Turismo Sport beta.

They've had that model completed for a decade and don't have the license for it (and, to be clear, them putting a picture into a tech talk does not mean they suddenly do have the license for it).
Indeed it was, right from the initial unveiling in London, as those of us who were there well remember.
If I'd known it wasn't going to be in the game at release I would have driven it on the day and not chosen the GTR instead.
 
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This block diagram is very interesting to see finally. AES was first used in GT6 when the Red Bull Junior was added in an update. It was possible then to infer what the numbers in the presets did, broadly. But it was impossible to tell in what order which filter was applied etc. The crossover is very important, and I'd figured it was to do with the end reflection, but this makes it clear.

If this is the current model, it appears unchanged from GT Sport. The only addition Sport had over GT6 is the extra resonator filter at the termination. Flow noise generators had been used at least as early as GT5 Prologue!

In GT7, you're most likely to hear the AES system with a racing exhaust. It doesn't have the nuance to reproduce all the ancillary noise and so on, which is very prominent on street legal machinery. So the samples are used instead.

One thing that hasn't changed much is the way intake sounds are treated. Early on, very infamously, they weren't captured at all due to the cars not being driven, only revved when recorded. Now they are mixed in with other sources and don't really change much with upgrades or throttle position. Exhaust is still king with PD.

AES is capable of generating intake sounds, quite convincingly. Although it's still only easy to tune for full racing type sounds, and really only for NA engines.

The flexibility of the direct synthesis holds great potential for reflecting changes in tuning and parts, but making sounds for all the cars is difficult as it is!
 
Will say that engine sounds have come a long way and have improved a lot. The only complaint I have is that I feel like the sounds lack oomph and depth, especially in chase cam, but the sounds are way better today, especially compared to the PS3 era where I feel like the poor quality of the sounds from GT5 and 6 really got exposed, especially compared to competitors like FM3-4 and the NFS Shift series of games.
 
Honestly I am not in an area that gets a lot of high-end supercars (Chucktown, SC) so I would not be able to differentiate the sound of the specific cars...
 
Bit late to this thread but does anyone think that they could be using the AMG-One to record the mid-2010s F1 car sound, for another one of the fictional GT F1 cars? We've got some older formula cars and are getting progressively newer ones, maybe they could add a V6 F1 car like the 2016-derived one in the AMG-One? Its obviously more likely that they're just adding the One in itself, but just some thoughts.
 
View attachment 1568737

This block diagram is very interesting to see finally. AES was first used in GT6 when the Red Bull Junior was added in an update. It was possible then to infer what the numbers in the presets did, broadly. But it was impossible to tell in what order which filter was applied etc. The crossover is very important, and I'd figured it was to do with the end reflection, but this makes it clear.

If this is the current model, it appears unchanged from GT Sport. The only addition Sport had over GT6 is the extra resonator filter at the termination. Flow noise generators had been used at least as early as GT5 Prologue!

In GT7, you're most likely to hear the AES system with a racing exhaust. It doesn't have the nuance to reproduce all the ancillary noise and so on, which is very prominent on street legal machinery. So the samples are used instead.

One thing that hasn't changed much is the way intake sounds are treated. Early on, very infamously, they weren't captured at all due to the cars not being driven, only revved when recorded. Now they are mixed in with other sources and don't really change much with upgrades or throttle position. Exhaust is still king with PD.

AES is capable of generating intake sounds, quite convincingly. Although it's still only easy to tune for full racing type sounds, and really only for NA engines.

The flexibility of the direct synthesis holds great potential for reflecting changes in tuning and parts, but making sounds for all the cars is difficult as it is!
AES explains how they make noise for all the custom exhausts. I would briefly think about it, but it makes sense they did it this way rather than record a bunch of audio. The AES system is fascinating, and I remember a few cars in GT6 had it that sounded better than most. And the modding folks have done work with that as well!

What kind of benefits do you think this graph gives to people (as in modders) working with the AES system? Also, may I ask what a resonator filter and a flow noise generator is?
 
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AES explains how they make noise for all the custom exhausts. I would briefly think about it, but it makes sense they did it this way rather than record a bunch of audio. The AES system is fascinating, and I remember a few cars in GT6 had it that sounded better than most. And the modding folks have done work with that as well!

What kind of benefits do you think this graph gives to people (as in modders) working with the AES system? Also, may I ask what a resonator filter and a flow noise generator is?
Flow noise is simply the sound of turbulence in a fluid system. Often heard at exhaust tips, wastegates / screamer pipes, or other internal changes in flow constriction. It's just filtered white noise in practice.

A (digital) filter is a process which takes an input, applies a numerical operation and produces an output with desired properties. For sound, we'd usually be interested in shaping the frequency content - so think low pass, high pass, band pass etc. Resonance is unconstrained oscillation at a specific frequency, and this can be exploited for many engineering purposes actually interested in reducing vibration at a specific frequency - e.g. earthquake dampers.

A filter can become resonant by design easily enough, but in e.g. a car exhaust a resonator is usually intended to reduce sound volume, particularly at a troublesome frequency within the complete exhaust system.

Here in this synthesis method, you get resonance due to the feedback in a bidirectional delay line (digital waveguide synthesis) and this was apparent in GT6 frequently and made it difficult to adjust the sound colour parameters independently. Adding a final filter approximating a "resonator" in the exhaust allows for some control of sound colour on the one hand and can keep the peaky resonance at bay. This is probably tuned manually in most cases and has a large impact on the final sound, since it's outside the feedback loop. Similarly for the crossover filter in combination with the inlet and outlet diameters (waveguide admittance and reflection coefficient).

I'm not familiar with the sound sample library for the PS4 titles onwards and how they're selected per upgrade. AES is indeed capable of providing a continuum of sounds without having to rely on or capture a full complement of high quality samples. With advances in script modding and perhaps dynamic memory modding it should be possible to use AES to reflect every part or upgrade.
 
We'll do them in tandem buddy :lol: What a car to be added....if it ever does.

Is it me, or have the 'GT car sounds suck' chatter lessened a LOT/gone away with GT7? 🤷 I know I'm happy with 95% of the sounds. That 5% being the sound of tires before they squeal, usually, like the low level noises. Great article though, so much effort into the sound improvement was time well spent. They have some hella smart guys at PD!


Jerome
It’s not just you. First thing I noticed and the first thing I compared was the AC Cobra in GT7 vs the AC Cobra in GT Legends as GT Legends was known for its sounds.

GT5 was vacuum cleaner vroom vroom sounds. GT6 I hardly remember because I quit playing it over the Chewbacca stubbed his toe tire howling sounds and had moved onto project cars.

Seen it mentioned in this thread about muffled sounds. And I agree, in cockpit view, we could get a little more of a raw sound. Especially in race cars or race modified cars. Wish they’d give us a “windows down” option for the sound because the engine sounds aren’t quite raw and raspy enough in my opinion. More gear whine too. Like driving the Daytona coupe for that reason.

So in short… yes, they finally caught up to a game that was released on PC in 2006 as far as sounds go.

Always have great graphics though. Too bad they can’t have it all.
 
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