Sound Update (PD is now hiring! + Email!)Answered 

  • Thread starter FoRiZon
  • 1,262 comments
  • 90,610 views
They're recruiting sound recordists, not sound designers. Asking a recordist to make a car's sound is like asking a photographer to make a car or track model.

Obviously, the sound designers need recorded material to work with, even if it's just for reference... ;)

Disagree.

While there is often a principle recordist, who's a specialist in mic's, preparation and placement (wind and heat shielding etc), the person who's building the engines also attends sessions and records - there is much crossover, both ways.

The 'engine designer' dictates what is recorded and prepares a technical recording worksheet detailing exact requirements. Especially with regard to engines, sound designer and sound recordist go hand-in-hand. The 'sound designer' is also better placed to replicate what he's heard first hand.

Sound recordist bias should be recording and building engines.
Sound designer bias should be building and implementation of engines, as well as attending recording sessions.

Discipline crossover is best... at least where I work that is most productive.

'just for reference' pfft! :D
 
Disagree.

While there is often a principle recordist, who's a specialist in mic's, preparation and placement (wind and heat shielding etc), the person who's building the engines also attends sessions and records - there is much crossover, both ways.

The 'engine designer' dictates what is recorded and prepares a technical recording worksheet detailing exact requirements. Especially with regard to engines, sound designer and sound recordist go hand-in-hand. The 'sound designer' is also better placed to replicate what he's heard first hand.

Sound recordist bias should be recording and building engines.
Sound designer bias should be building and implementation of engines, as well as attending recording sessions.

Discipline crossover is best... at least where I work that is most productive.

'just for reference' pfft! :D
I don't understand what "building engines" is supposed to mean.

The credits show sound designers, sound simulation and a sound director. The recording is hidden somewhere in a Sony subsidiary section of the credits, implying it was effectively outsourced. That implies the recordists had little to do with where their recordings actually went and what was done with them. What happens in your trench might easily be different, but that's not what we're talking about.

Regardless, it's more important to understand how the sounds are actually made, than it is to understand how to record them (partly because the one informs the other). So, in that light, care to explain your last sentence?
 
Both games (FM and GT) have recordings taken off actual cars. It's not the equipment or method of recording. It's how they are translated in the game. It's about code.

T10's done a splendid job. GT's late to the party... actually I'm not sure when they'll be arriving...
 
Both games (FM and GT) have recordings taken off actual cars. It's not the equipment or method of recording. It's how they are translated in the game. It's about code.

T10's done a splendid job. GT's late to the party... actually I'm not sure when they'll be arriving...
The point really is that the recordings need not be used in the game at all.

PD already have a method that achieves this for the exhaust sound, and it's surely not much of a stretch to extend that to intake sounds (although I've personally not had the same success with intakes as I have exhausts, so it may be that there is some inherent difficulty with the synthesis of intake sounds that PD have also come up against), and the mechanical sound of the engines is utterly trivial by comparison (unless you look at structurally-borne sound).

The real magic is getting all of that working for 16+ cars, along with 4 tyre sound streams (maybe more if there's sample blending on the tyre sounds) and incidental effects such as blow-off, after-fire, collisions and so on, all per car, then all the track and UI specific stuff on top of that, too.
 
The point really is that the recordings need not be used in the game at all.

PD already have a method that achieves this for the exhaust sound, and it's surely not much of a stretch to extend that to intake sounds (although I've personally not had the same success with intakes as I have exhausts, so it may be that there is some inherent difficulty with the synthesis of intake sounds that PD have also come up against), and the mechanical sound of the engines is utterly trivial by comparison (unless you look at structurally-borne sound).

The real magic is getting all of that working for 16+ cars, along with 4 tyre sound streams (maybe more if there's sample blending on the tyre sounds) and incidental effects such as blow-off, after-fire, collisions and so on, all per car, then all the track and UI specific stuff on top of that, too.
I take this to mean that you believe PD is working on car sounds to be completely synthesized, without using samples at all?
 
I take this to mean that you believe PD is working on car sounds to be completely synthesized, without using samples at all?

The way I see it is yes.

I think it's better because there's more you can do with a synthesised sound rather than a Sample. There's only so much you can do with a sample until you completely butcher it.

Synthesised sounds can mean also that the exhaust and induction mods can have a better representation.
 
The way I see it is yes.

I think it's better because there's more you can do with a synthesised sound rather than a Sample. There's only so much you can do with a sample until you completely butcher it.

Synthesised sounds can mean also that the exhaust and induction mods can have a better representation.
Speculation of course. We have no idea how this will play out in the game, for better or for worse. It's one thing to do it on paper, it's another thing to put actually put it to the test in front of a discriminating public audience.
 
I take this to mean that you believe PD is working on car sounds to be completely synthesized, without using samples at all?
Yes. I have done since around 2010, and everything I've seen and heard since has only bolstered that belief.

The process has already been auditioned to the public, and the fact that most people haven't discriminated it is probably the good news. It's really not that difficult to get the idea off the paper, either, especially if the likes of me can do it.
 
The point really is that the recordings need not be used in the game at all.

PD already have a method that achieves this for the exhaust sound, and it's surely not much of a stretch to extend that to intake sounds (although I've personally not had the same success with intakes as I have exhausts, so it may be that there is some inherent difficulty with the synthesis of intake sounds that PD have also come up against), and the mechanical sound of the engines is utterly trivial by comparison (unless you look at structurally-borne sound).

The real magic is getting all of that working for 16+ cars, along with 4 tyre sound streams (maybe more if there's sample blending on the tyre sounds) and incidental effects such as blow-off, after-fire, collisions and so on, all per car, then all the track and UI specific stuff on top of that, too.

They can achieve all this... if they spend time properly with each car.. and LOWER the damn car count. :banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead:
 
Or GT could use the sounds from previous GT's!

Say-Wut-kowalski-13374208-1024-768.jpg
 
In all seriousness, I Highly doubt we'll get any sort of sound update or addressing.... especially with work already being done on GT7... KAZ crying about the hardware limitations that some how he never knew about until a few weeks ago?

We're moving in on 11 months since release... Literally everything that was supposed to be "Soon" OR in a future update has been shelved...

With all the competition on the horizon, you think kaz would have his priorities in order.

All these ground breaking updates are just fluff garbage... Red bull racing... FAKE CAR focused on in the REAL driving simulator... Then the Senna content.... an EXACT copy and paste of redbull but with Senna cars.

Oh but you can put fancy gauges in your car now.......

*sigh*

The only update I thought was a step forward was the Sierra track, that kept me entertained until I golded all 3 races... Now its back to the waiting game.

GRAN TURISMO! THE REAL WAITING SIMULATOR!
 
In all seriousness, I Highly doubt we'll get any sort of sound update or addressing.... especially with work already being done on GT7... KAZ crying about the hardware limitations that some how he never knew about until a few weeks ago?

We're moving in on 11 months since release... Literally everything that was supposed to be "Soon" OR in a future update has been shelved...

With all the competition on the horizon, you think kaz would have his priorities in order.

All these ground breaking updates are just fluff garbage... Red bull racing... FAKE CAR focused on in the REAL driving simulator... Then the Senna content.... an EXACT copy and paste of redbull but with Senna cars.

Oh but you can put fancy gauges in your car now.......

*sigh*

The only update I thought was a step forward was the Sierra track, that kept me entertained until I golded all 3 races... Now its back to the waiting game.

GRAN TURISMO! THE REAL WAITING SIMULATOR!
I'm reading a lot of assumption in your comment. You assume that the content that was supposed to be released "soon" has been shelved. You assume that they're not going to actually update the sounds. You assume (incorrectly) that the VGTs are fake. You assume, you assume, you assume.

And how is the Senna content a copy-and-paste of the Red Bull content? The cars handle completely differently, we get a few classic F1 tracks, and there are a couple of new Ayrton Senna suits. You're comparing it to a slice of content where 75% of the content is variations on the exact same car.

Don't take this wrong, by the way - just pointing out the holes in your logic.
 
But then I wouldn't have 1000 nissans and mazdas I wont use!!!

Or GT could use the sounds from previous GT's!


In all seriousness, I Highly doubt we'll get any sort of sound update or addressing.... especially with work already being done on GT7... KAZ crying about the hardware limitations that some how he never knew about until a few weeks ago?

We're moving in on 11 months since release... Literally everything that was supposed to be "Soon" OR in a future update has been shelved...

With all the competition on the horizon, you think kaz would have his priorities in order.

All these ground breaking updates are just fluff garbage... Red bull racing... FAKE CAR focused on in the REAL driving simulator... Then the Senna content.... an EXACT copy and paste of redbull but with Senna cars.

Oh but you can put fancy gauges in your car now.......

*sigh*

The only update I thought was a step forward was the Sierra track, that kept me entertained until I golded all 3 races... Now its back to the waiting game.

GRAN TURISMO! THE REAL WAITING SIMULATOR!

To all that, I have to say:

:lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol::lol:
 
They can achieve all this... if they spend time properly with each car.. and LOWER the damn car count. :banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead::banghead:

No, I was talking about an issue of technology, you seem to have turned that into one of content. Besides, what you implied is false: the car count does not impact on the sound update, for GT6 or GT7. That's wishful thinking.
 
No, I was talking about an issue of technology, you seem to have turned that into one of content. Besides, what you implied is false: the car count does not impact on the sound update, for GT6 or GT7. That's wishful thinking.
I would think the car count would impact the sound update to some degree, if PD wants to move towards a more accurate sound model for each car. At the moment for example, every car changes gears the same, basically like a modern day automatic transmission. Up or down every shift is butter smooth. If they want to go back and recreate accurate up and downshift physics and the sound to go with it, they'll have to do this differently for each car based on it's stock transmission. Single clutch, double clutch, helical gears, sliding mesh, constant mesh etc. In Assetto Corsa this is an option or driving aid if you will, to have a modern transmission effect, or the stock original. With the stock original the sound is different of course, shifts are delayed and you must syncro the revs to some degree or the shifts are violent, upsetting the balance of the car. The modern version is smoother and much easier to drive.

Other games are moving rapidly towards more realistic sound IMO and one of the things they are doing better is modeling the subtle nuances of each car and this is something I'd like to see PD do as opposed to applying one generic sound update and retaining generic shift physics for all cars and end up with better engine and intake sounds but everything else remains the same.
 
I would think the car count would impact the sound update to some degree, if PD wants to move towards a more accurate sound model for each car. At the moment for example, every car changes gears the same, basically like a modern day automatic transmission. Up or down every shift is butter smooth. If they want to go back and recreate accurate up and downshift physics and the sound to go with it, they'll have to do this differently for each car based on it's stock transmission. Single clutch, double clutch, helical gears, sliding mesh, constant mesh etc. In Assetto Corsa this is an option or driving aid if you will, to have a modern transmission effect, or the stock original. With the stock original the sound is different of course, shifts are delayed and you must syncro the revs to some degree or the shifts are violent, upsetting the balance of the car. The modern version is smoother and much easier to drive.

Other games are moving rapidly towards more realistic sound IMO and one of the things they are doing better is modeling the subtle nuances of each car and this is something I'd like to see PD do as opposed to applying one generic sound update and retaining generic shift physics for all cars and end up with better engine and intake sounds but everything else remains the same.
That's physics, the sound will follow whatever the physics is doing if you're doing it properly.
 
The way I see it is yes.

I think it's better because there's more you can do with a synthesised sound rather than a Sample. There's only so much you can do with a sample until you completely butcher it.

Synthesised sounds can mean also that the exhaust and induction mods can have a better representation.
Synthesis can also sound like.. you know.. synthesis.
Everyone would love a synth that sound like a V8 or V12 but a decent result is hard to achieve. The best sound in simracing so far come from samples and it's from Race Room Racing Experience.

It's not only the samples it's how you use them.

It's not only the way you record, it's what your sampler can do with them AFTER the record.
 
Back