Version 2.02 "Improved Racing Sounds"

  • Thread starter leighton
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GT isnt GT without the vacuum cleaner sounds... :sly: but I hope they fix it already, but im not getting my expectations up. They failed in all the other GT games why would this be different?

I lol'd :dopey: ... too bad it's somewhat true :(
 
If the sounds could be made clearer on regular tv speakers, that would be a win/win situation. Not everyone has surround sound, unfortunately.
 
I got them a bit better with some equalizer tampering, which reduces the transmission whine a bit but overall the all still sound terrible.
 
Actually, I can imagine it would sound pretty terrible on low-quality speakers. A sub would probably help there; even a decent set of discrete stereo speakers would be miles better (most TVs have a line-out / pass-through for audio). A sub, though, really does help, because PD don't use phantom bass techniques to give the impression of deepness of sound (some headphones do this), so you need the hardware to do it (properly) for you.

Failing that, a decent set of (stereo is fine) headphones would be adequate. That's what I use, and the bass reproduction is good enough for me.
 
What people doesnt know is that good speakers & sport or semi titan exhaust makes the annoying vaccumcleaner sounds much more realistic! Take teh ZR1 for example!


Full titanium exhaust = banger sound!
http://www.youtube.com/watch?v=i-_D_-Akcsc

Couldnt find a video on sports and semi titanium but seriously TRY IT!!

Most cars sound better with this exhaust systems, try them!

But still i think the sounds should get alot better, sounds toooo computerized!
 


The engine sounds in this mod put GT5 to shame. Yes, something's not right with the downshift sounds but the rest is incredible.

As someone else put, the cars have always sounded poor in GT games so what are the chances that they will improve significantly via a patch? Sorry to burst some bubbles but probably close to 0% likely.
 
Actually, I can imagine it would sound pretty terrible on low-quality speakers. A sub would probably help there; even a decent set of discrete stereo speakers would be miles better (most TVs have a line-out / pass-through for audio). A sub, though, really does help, because PD don't use phantom bass techniques to give the impression of deepness of sound (some headphones do this), so you need the hardware to do it (properly) for you.

Failing that, a decent set of (stereo is fine) headphones would be adequate. That's what I use, and the bass reproduction is good enough for me.

I've got a set of analog amplifiers than I usually run sound through, and the bass is fantastic.
 
Cars sound , can someone explain to me HOW did they record/put cars sound in gran turismo ? they sound made up its like guessing what car should sound after and before tuning .
 
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The engine sounds in this mod put GT5 to shame. Yes, something's not right with the downshift sounds but the rest is incredible.

As someone else put, the cars have always sounded poor in GT games so what are the chances that they will improve significantly via a patch? Sorry to burst some bubbles but probably close to 0% likely.

The external samples are awful! It's good for what it is, but it shows why recording your own samples is so important. Every time the throttle transitions, the samples noticeably start again. I'd find that quite fatiguing.

Yes, unless PD has magically re-recorded all the samples with all the cars on rolling roads in anechoic rooms and managed to find tuned versions to do the same with, I wouldn't expect any changes in the samples. Levels balancing is all I expect (e.g. the exhaust "pops" are too quiet for the semi-racing exhaust, and the turbo noises are only ever one volume, irrespective of kit and level of tune; also gearbox, wind, tyre noise etc.)
I've got a set of analog amplifiers than I usually run sound through, and the bass is fantastic.

Then you don't need my advice ;)
Cars sound , can someone explain to me HOW did they record/put cars sound in gran turismo ? they sound made up its like guessing what car should sound after and before tuning .
Here's how they should be doing it (well, ideally they'd be in an anechoic room, but the sound in FM4 is heavily distorted, so it doesn't matter.)

Here's how they might have done it:



No mic by the intake, no rolling road.
 
Almost all cars I drive in GT5 sound better when looking behind in the cockpit view than when looking forward in the cockpit. Hopefully we will be able to hear more of the behind-sound without having to look behind.
 
Almost all cars I drive in GT5 sound better when looking behind in the cockpit view than when looking forward in the cockpit. Hopefully we will be able to hear more of the behind-sound without having to look behind.

Yeah, having a selectable mix for the default view might work for now. Eventually, intake needs to be added, though, so that the cars actually sound accurate in stock form.
 
The external samples are awful! It's good for what it is, but it shows why recording your own samples is so important. Every time the throttle transitions, the samples noticeably start again. I'd find that quite fatiguing.

Yes, unless PD has magically re-recorded all the samples with all the cars on rolling roads in anechoic rooms and managed to find tuned versions to do the same with, I wouldn't expect any changes in the samples. Levels balancing is all I expect (e.g. the exhaust "pops" are too quiet for the semi-racing exhaust, and the turbo noises are only ever one volume, irrespective of kit and level of tune; also gearbox, wind, tyre noise etc.)


Then you don't need my advice ;)
Here's how they should be doing it (well, ideally they'd be in an anechoic room, but the sound in FM4 is heavily distorted, so it doesn't matter.)

Here's how they might have done it:



No mic by the intake, no rolling road.


soo let me get this right , pd record cars sound but with a wrong way ??????

from what i understanded from you what pd do is put the car in N and build up the revs and thats it ?
 
soo let me get this right , pd record cars sound but with a wrong way ??????

from what i understanded from you what pd do is put the car in N and build up the revs and thats it ?

They didn't do it the "best" way, if that picture is representative of all cars.

I know that the Audi R8 was put on a rolling road, in an anechoic room (Audi's own, in fact) but it's still missing intake, which means they either didn't record it, or they're going for consistency! :P

Free revving, as you say, in neutral isn't the worst thing in the world, but it does mean that the throttle isn't open very far, which means the intake is quieter and harder to pick up over everything else (not an issue if you're not interested in recording it). It also means the engine is less stable, it will flutter up and down very small amounts in rpm, and the air/fuel mix will be less even, giving uneven combustion, giving an uneven exhaust tone.

An uneven exhaust tone is really hard to extract a loop from, so most racing cars have really bad loops and uneven sounding samples, even at "full throttle" in-game, because they are highly tuned and therefore "unstable" at low rpm and part-throttle when they were being recorded.

A rolling road allows full-throttle (engine pushing rollers) and fully-off-throttle (rollers pushing engine) recording, all of it more-or-less "steady state". With the throttle wide open, you get a nice and loud intake, and the exhaust is receiving the full energy, so it reacts differently and sounds different to when the car is off-throttle, too.
 
They didn't do it the "best" way, if that picture is representative of all cars.

I know that the Audi R8 was put on a rolling road, in an anechoic room (Audi's own, in fact) but it's still missing intake, which means they either didn't record it, or they're going for consistency! :P

Free revving, as you say, in neutral isn't the worst thing in the world, but it does mean that the throttle isn't open very far, which means the intake is quieter and harder to pick up over everything else (not an issue if you're not interested in recording it). It also means the engine is less stable, it will flutter up and down very small amounts in rpm, and the air/fuel mix will be less even, giving uneven combustion, giving an uneven exhaust tone.

An uneven exhaust tone is really hard to extract a loop from, so most racing cars have really bad loops and uneven sounding samples, even at "full throttle" in-game, because they are highly tuned and therefore "unstable" at low rpm and part-throttle when they were being recorded.

A rolling road allows full-throttle (engine pushing rollers) and fully-off-throttle (rollers pushing engine) recording, all of it more-or-less "steady state". With the throttle wide open, you get a nice and loud intake, and the exhaust is receiving the full energy, so it reacts differently and sounds different to when the car is off-throttle, too.


👍 thank you for making my eyes opened ,thats sad for a big successful company like PD do such a thing .
 
I was led to believe that most of the cars exhaust notes were generated via software, rather than any actual recordings. I would say that the only actual recordings are those used when you change into the car and get the engine startup sound, everything else seems to be overlaid samples of different tones.
It would certainly explain why the exhaust note of the Lancia Delta Integrale, arguably one of the greatest ever rally cars, has the same exhaust note as that of one of the 3-cylinder sewing machine powered Daihatsus! (although it doesn't explain it very well, to be completely honest!)
 
I wish it would be the engines sounds.. but it wont. So i think it will be the MASSIVE tranny whine.. along with gear changes, tire squeal.. and the ever so hollow, bumping into cars and walls.
 
I think it will be more in tire squeal and sand/grass/rumble noises. Or maybe impact, etc...would love engine noise improvement but I'm doubtful. Would be nice to get rid of that awful custom tranny whine.
 


The engine sounds in this mod put GT5 to shame. Yes, something's not right with the downshift sounds but the rest is incredible.

As someone else put, the cars have always sounded poor in GT games so what are the chances that they will improve significantly via a patch? Sorry to burst some bubbles but probably close to 0% likely.


Dude..that sounds like ass. Like somebody recorded a youtube video and chopped it up with freeware audio editing programs and then slammed it in. Oh wait, it's rFactor, that's exactly what they did.:yuck:
 
I actually have a pretty decent 7.1 setup (THX S2 certified/mic calibrated) and I have to say the surround mixing in the game is absolutely horrid. You cannot hear any cars around you (or get an idea where they are around you via surround imaging), everything is muffled sounding with no depth or imaging, no matter what audio compression options you choose in the game options.

It's really quite sad, as if the fake engine sounds weren't bad enough already.👎

What options that should be added are individual player mic volume settings, better surround imaging and something MORE than 128kbs (sometimes worse) mp3 sounding engines.

Whoever was in charge of recording motor sounds for the initial game development should have been fired, there's no reason they should sound so bad. Xbox 360's Forza 3 had amazing engine sounds, and that was all on 1 single DVD..... There's no excuse for GT5's engine sounds, at all.

I personally would rather have universal 4cyl, 6cyl, 8cyl, etc. engine sounds, stock, modified, turbo etc. and just use those authentic, really nice beefy motor sounds for all the cars, than to listen to the fake fake sounds they have now.

They could easily do that.
 
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I actually have a pretty decent 7.1 setup (THX S2 certified/mic calibrated) and I have to say the surround mixing in the game is absolutely horrid. You cannot hear any cars around you (or get an idea where they are around you via surround imaging), everything is muffled sounding with no depth or imaging, no matter what audio compression options you choose in the game options.

It's really quite sad, as if the fake engine sounds weren't bad enough already.👎

What options that should be added are individual player mic volume settings, better surround imaging and something MORE than 128kbs (sometimes worse) mp3 sounding engines.

Whoever was in charge of recording motor sounds for the initial game development should have been fired, there's no reason they should sound so bad. Xbox 360's Forza 3 had amazing engine sounds, and that was all on 1 single DVD..... There's no excuse for GT5's engine sounds, at all.

I personally would rather have universal 4cyl, 6cyl, 8cyl, etc. engine sounds, stock, modified, turbo etc. and just use those authentic, really nice beefy motor sounds for all the cars, than to listen to the fake fake sounds they have now.

They could easily do that.

Nice to hear, but what do you have your PS3 set to output for sound through HDMI? Because I set mine to use LCPCM 5.1 at 48kHz all the speakers are distance set to where I use my wheel from. GT5 stock vehicle sounds are pretty much on point, unless something is wrong with your setup(might want to get that looked at).

You're using a 7.1 setup and you say the surround mixing is horrid? You might want to explain that, because I really want to know what you are referring to. I hear the other cars around me well, as long as I do not have that stupid racing transmission installed. That's the one thing that GT always seemed to do well, is positional audio. THX certification means nothing if the sound source isn't THX certified and worse if you aren't sending the correct sound flag to your decoder in the first place. Also you might want to change the setting of your audio within GT5 audio to small theater to have a greater range of audio, this middle of the road option is good for any house or room.

I was playing GT5 today driving a stock M3 and I noticed how well the audio dampening is within the car, then louder depending on where the actual engine is in the vehicle. In cockpit view when you peer left or right the sound field dynamically shifts to follow an actual head turning. M3 isn't very loud from inside, but from outside especially behind the car it's noisy nice V8 with BMW growl to it a bit like the old M3 just more throaty and less raspy. GT5 problem sets in when racing mufflers are installed instead of getting a much more louder and lower overall tone, it goes up as if the values somehow got inverted...seems like it's the same with every car you install it on. In fact if you listen closely you can hear the original engine note beneath that high pitched howl(that sounds like an empty soup can). Perhaps this is a bug of sorts for the racing muffler which should modify all exhausts the same way, all cars should get louder and a lowering of the overall tone. Tuesday we shall see if this is what PD is talking about racing sounds tweaked or fixed. But you sir, make sure you check your sound settings and setup before coming up with conjecture, I always play GT5 with 5.1 turned on so I am usually up to speed on weirdness of sounds. There are some cars that really do have really low sounds from inside, I mean like is the engine on type of low and then you swap to something else and are you serious too loud. I hate the racing muffler sound, no idea what is really up with that but that needs to be fixed, the transmission whine needs to be toned down and where is the thunk when I am shifting into a gear. Not to mention the squeal of cold brakes, or the judder of pads that won't grab smoothly.
 
I was led to believe that most of the cars exhaust notes were generated via software, rather than any actual recordings. I would say that the only actual recordings are those used when you change into the car and get the engine startup sound, everything else seems to be overlaid samples of different tones.
It would certainly explain why the exhaust note of the Lancia Delta Integrale, arguably one of the greatest ever rally cars, has the same exhaust note as that of one of the 3-cylinder sewing machine powered Daihatsus! (although it doesn't explain it very well, to be completely honest!)

Well those that led you to believe that probably had an ulterior motive. But, it's true, the samples were created with software! Then again, so were the startup sounds...

It's all recordings-based. There does seem to be some kind of embellishment in the samples, though, which I think is there to blend the transitions between samples, to avoid the "patchwork quilt" phenomenon when using a limited number of samples across the rev-range. As such you can only really hear it in those transitions.

It's not impossible to "generate" the sounds of engines, I've had some luck myself using dyno software, but if you can get hold of the car, it's better to record it. Compare GT1 sounds to GT2; the former is more direct-synth oriented (all cars sound pretty much the same!) the latter introduced (higher quality) recordings, most of which are still with us in GT5.

The three cylinders are actually a massive bug-bear for me; I've not found one that retains the 3-cyl character when you upgrade the exhaust. They sound great in real life, so it's annoying they don't in GT (a V6 / boxer 6 / straight six / V12 are all compounds of the straight three, so it's not an alien sound in the least.)
 
I know that the Audi R8 was put on a rolling road, in an anechoic room (Audi's own, in fact) but it's still missing intake, which means they either didn't record it, or they're going for consistency! :P
I don't know if anyone caught Grif's point here, but this is why it's so hard to find a racing game with good sounds. The easy way to record them, as he says, is to sit the car out on an open empty lot and just record the sound at neutral with different RPMs running for a few seconds, then blend them with sound editing software so they sound as seamless and realistic as possible. But then you don't have the more real grunt of the engine pushing or dragging when it's accelerating or slowing. And doing it on the road, the old way, was such a pain, hardly anyone ever did it.

For some bizarre reason, the Forza team re-did the tire sounds using a Buick with low tires, maybe because it had room for a recording team, who knows. I really don't get the low tire thing, but oh well. Anyway, they'd run up the car to a good clip, cut the engine, and take the car through hard turns, recording a number of takes. Unfortunately, those low tires sounded nauseating, and it just wasn't right to have a Miata sound like it had truck tires. They redid everything for F4, so when I was roasting the tires, I could actually smell burned rubber! Unfortunately, the cars are so loud that all I could hear were the squeals when I was threatening to lose grip.

This is an example of what different teams do, because taking a car on a test track, you have wind, occasional rattles and other noises intruding on your sound that are a pain to edit out. Doing it on the lot is okay but the engine doesn't sound like it's doing any work. And renting time on an expensive soundstage like the Audi "treadmill" is... well, expensive. And doing what the T10 sound team did in F4, recording roaring unmuffled engine sounds and then applying ever more distortion to them, is just weird.

I have to say that with the legacy of Gran Turismos sounds, I'm quite happy to have any improvements, as HuskyGT says. Yeah, plenty of room for improvement here and there, so I'm sure all you critics are going to be critiquing the new sounds, whatever they are, within minutes. ;)
 
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