Would you people stop judging the sound of the cars from an internet video recorded at low quality off screen? Seriously, you just CANNOT get an accurate assessment of the game's audio quality with videos like these. Sheesh.![]()
The sound we here from outside views (replay) should be what we get inside the car only inclosed and compressed due to th cabin, maybe we have option to put the window down when that evo passes...lol yum yum! Love it, bring it on. Forza will do for now.
If your first name is Robert I think I know you mate, if not please ignore.
No, its Martin...live just outside bridgend![]()
Both GT5 and Forza sounds of Gallardo are totally wrong. The real car is just singing while those sounds are ugly and dead. They recreated very well sound of M5 E60 in GT4 but struggling for years in delivering decent sound for Viper. In fact, sound from all those new videos is still deep in the land of vacuum cleaners.
Exactly, the clipped recording makes it even sound better. How bad can it be when the only way to make it good is to ruin it?
Yes, this was my point exactly, thank you! It's kind of like a non-distorted vs. a distorted electric guitar. The undistorted sound will be clean, while the distorted sound will be rough and snorty. And most importantly: it will also sound cool.I think what people mean is the poor quality recording leads to the extra grunt in the sound, so the cars won't sound like this when you play it, because the sound will be too clean. People see recordings on camera phones on cars with mufflers and compare them to in game shots of prologue and then complain that GT is too clean. And now it sounds good, its all down to the recording, now the actual ingame sounds, some people will never be happy
I'm happy with the sounds now, but the poor quality recording does exaggerate them quite a bit.
heh, I think it ruins the sound, and I'm a sound engineer! You loose bottom end and add ugly top end crap. Now tube overdrive sounds good, but it's an analog style smooth squashed sound.
You can also clip the sounds yourself at home if you want by overdriving your inputs or run it through a guitar tube or effects pedal of your choice! 💡
Yes, this was my point exactly, thank you! It's kind of like a non-distorted vs. a distorted electric guitar. The undistorted sound will be clean, while the distorted sound will be rough and snorty. And most importantly: it will also sound cool.
And in my opinion, the same thing happened here. The otherwise clean sound was distorted due to microphone overload because of less than optimal recording conditions. That makes the engines sound much meatier in those videos than they actually sound in the demo.
On another note, I am not saying this because I need something to mock. I of course want the sounds in the game to be great (and if you read some of my earlier posts in other threads, you might remember that it was that very snortiness that I missed). But the truth is the truth. One of course can choose to ignore the truth because he does not like it, but it's still going to be true.
LOL I constantly play fm3 with a 5.1 HT and the Ford GT doesnt sound like that.
Well, as far as I'm aware they record the sounds of the engine and the exhaust at different revs, but everything with a standing car and thus an unstrained engine. A lot of people have identified that as the main problem for the lack of life in their car sounds. I however think that this would still be a proper basis for lifelike car sounds, since all necessary effects could be added in post production.This begs the question, how are PD recording the sound from the engines? They seem to be missing the effects of the vibrations, the echoes and the exhaust sounds that probably give it the grunt. They are too clean, like a simulated engine in a perfectly controlled and stable environment. They just need to add some effects which distort the sound a bit, but the raw sounds are fine.
As has been said many times before, other developers usually don't have the same problem. Either PD are trying too hard or they completely overlooked a simple solution. I realise the vagueness of my theory, so i ask you this, how do other developers record their sounds? How to PD record their sounds? And what with, under what conditions? How do they get so different results from the same cars? It doesn't make any sense.