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GT isnt GT without the vacuum cleaner sounds...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
GT isnt GT without the vacuum cleaner sounds...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?
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.
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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.
I've got a set of analog amplifiers than I usually run sound through, and the bass is fantastic.
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.)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 .
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.
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 ?
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!
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.
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.
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.
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 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.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!![]()
The rolling road rig is quite noisy itself. Tires also make more noise on those rollers.But can't PD record the sounds while doing this?:
There's no wind that way so they can do "clean" recordings, no?
The rolling road rig is quite noisy itself. Tires also make more noise on those rollers.
Louder engine echoes down the straights?