I love the game but boy does the sound need some tweaking, I sure hope
that someone will be able to tweak and improve the sound after it is
out. Can it be done Mr. Pabst? :)
Cibb
Poor engine sounds in Dirt Track Racing and sims
Players complained about the engine sound in Ratbag's Dirt Track Racing, and some said speaker and bass settings improved it. The discussion broadened into why sim engine sounds rarely seem real, with explanations such as looped and pitch-shifted samples, microphone placement and small sound budgets at developers.
Automated summary.
The only thing wrong with the sound IMHO is that the engine revs don't
change enough (i.e. car is revving like crazy, but sounds to be about 2000
rpm)
No really, I at first thought they were terrible, but then I sorted out the
decent speakers, plugged in the rear speakers (the game has 3D sound!!),
whacked the bass and volume through the roof, and WAAAAAHHHHH!!! now if the
engine revs just sounded to change more dramatically the sounds would truly
kick ass, you just need good speakers (no not computer speakers with a sub,
GOOD speakers :) )
Later
Steve
p.s. Oh yeah, doppler effects would be nice too (sat at the side of the road
after a spin, cars don't change in pitch as they go by)
Do the Late Model's backfire at all?
Racer X
Veteran Sim Racer
Victory Lane-
http://www.geocities.com/MotorCity/Speedway/1423/
Hmm... I'll have to try that. I was thinking earlier I might as well not use
the sound at all, it's so bad... We'll see...
--
-----------------------------------+---------------------------------
ICQ #: 18197225 | http://members.xoom.com/morganv/
-----------------------------------+---------------------------------
In the game or in real-life? In the game they do.
--
Kenneth Verburg
Webmaster/Editor-in-chief High Gear
http://www.simracingnews.com
I'm not saying the sound is great, but if the engine pitch was sorted it
would be pretty good, personally I get more annoyed with the way collisions
are handled.
Target 12, no the Late Models don't backfire, but then I can't think of any
games in which any any cars do :(
*preparing to be ***ed with millions of "(insert game name here) DOES!"
:)*
Steve
Quoted text (15 lines)
> On Fri, 5 Nov 1999 21:27:12 -0000, > >Target 12, no the Late Models don't backfire, but then I can't think of any > >games in which any any cars do :( > >*preparing to be ***ed with millions of "(insert game name here) DOES!" > >:)* > #1 - SCGT > next? > ;)DOH! I even OWN that one :)
All you experts out there, can anyone explain why nobody can simulate an
engine sound that actually sounds like an engine? even the best games really
do sound relatively bad.
Thanks
Steve
Quoted text (12 lines)
> > #1 - SCGT > > next? > > ;) > DOH! I even OWN that one :) > All you experts out there, can anyone explain why nobody can simulate > an engine sound that actually sounds like an engine? even the best > games really do sound relatively bad. > Thanks > SteveA very good point. Another fundamental reason for the lack of realism is
that games use looped samples. Real engine sounds change dynamically (like
any real world sound); for example when accelerating the sound differs from
when backing off. I think this is pronounced with race cars. We might get
better sounds if the sound was synthesized in the fly using physical
modeling instead of samples. Propably that is difficult to do well.
an engine sound that actually sounds like an engine? even the best > games
really do sound relatively bad.
Quoted text (8 lines)
>> > #1 - SCGT >> > next? >> > ;) >> DOH! I even OWN that one :) >> All you experts out there, can anyone explain why nobody can simulate >And did it sound any good? (genuine question - after the *hem* wonderful
comments about it I never even tried the demo.......)
Dave Henries point about what we hear on the TV being weird because of mic
placement was a good one, but even a strange (I can't think of a better way
to put it - I'm sure you know what I mean) sound can capture the 'feel' of
an engine, wheras most games just sound poor - it's probably just that the
engine sound can't be seen on the back of the box so most companies just
skim over it in order to spend more time on the graphics. Doesn't make it
any less frustrating :(
Steve
And in real life they do. That's the first thing I liked about the sound in
DTR. Then I did what Steve did, worked with the speaker settings (on my
Soundblaster Live!). It's completely acceptable now, although I think they
could have output the sound on the PC speaker and I would have accepted
that, as this game is just too much fun anyway.
-Laurens de Jong, The Netherlands.
I've wanted this discussion for some time! :-))
From my racecar experience, none of the sims justify the actual feel. A much
more complicated on-the-fly-physic rendering should be made ASAP! And also,
I want lumpy idle!! One loop a la GPL can never do the trick IMO. Just
listen to a DFV Cosworth, you should have backfiring, and the snarl as you
get off the throttle. It shoud be made something like this IMO:
-separate sounds on/off throttle, say 3 of each set to work in certain RPM
ranges. With some sort of blending:-)
-drivetrain sounds that work independently.
-Dynamic wind/road noise that responds to surface/wind.
-Everything inside the player car should very loud compared to other sounds!
my 5 cents!
Matt
And lose the gearlever clack! No way you'll hear it!
sounds!
Sounds good :) - I'm fairly sure GPL does the wind/road noise thing (to some
extent), I don't know what the N3 sounds are like as I'm british - I got
bored waiting for the UK release and now I can't afford it so I haven't even
checked if it is out for a while :(
Perhaps with the advent of decent soundcards and speakers (I'm no longer the
only person I know who has decent speakers!!!!) game companies will start
working on some decent sounds? Hell even my '85 mazda 626 sounds more like a
racecar than most sims do :)
NO we need the gearlever clack, remember this is on a computer screen, and
unreliable buttons (I wan't to be told that my computer registered that I
changed gear BEFORE it's too late....).
Steve
No, no , no... don't take that away fron me... because this is the only good
sound in most racing sims!
BTW: Sometimes I doubt, if my real life car is a real car, because I never
hear a gearlever clack.
;-))
CU
Zolli
You have forgotten to include a very important fact: like taste and smell,
we all hear things differently. So what, to one, may be perfectly
acceptable may, to another sound woeful.
--
Bruce KennewellHistoric Motor Racing Club (Grand Prix Legends):-
[link lost in import]
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A recorded sound, when pitched up or down, has a tendency to sound unreal to
us. Think of the Chipmunks or Cygnus X1. Plus, pitching changes many
characteristics of a sound, giving it different psychoacoustic placements.
So the way sims deal with sound to start with contributes to the problem. As
far as application goes, everyone else has answered that. Throttle down and
lift must be two different sounds. Idle and lower revs should be two more. I
could go on...
But most importantly, the game companies need to take sound seriously. It's
become obvious to me that they hire people who are well versed in audio
software instead of people who are well versed in fidelity. It may be one of
those things where the type of personality it takes to learn software is not
optimum for learning sound. Or it could be that both take a lot of time to
learn and no one has time for both. Whatever the case, none of the guys that
have done sounds for the games I own have even rudimentary knowledge of
sound. The mistakes made in GPL are so basic it's obvious. Any sound man
worth his salt would have found them on day one. F1RS is beyond compare and
GP500 was created on nothing but small speakers. (You can tell by it's
limited band range.)
In the end, software companies need to hire both a sound designer *and* a
software engineer. And they have to work together. When the sound guy says
it's clipping and the software guy says he can't hear it, he's just going to
have to use his faith and imagination to find a way to make it right. That's
what sound is my friends. It's the ability to create what's in someone
else's head even though you've never heard it. Now that computers are
involved the programmers need to learn to take leaps. When it sounds right
the sound guy will tell you and whether you hear it or not, it's good
because he says so.
More money than that can be spent too. Did I forget to mention that you
can't polish a turd? Well, you can't. If the recording is no good, the final
production won't be good. What's the difference between a good and bad
recording? In mic placement it can be 1/4 of an inch or 2 to 3 degrees
angle. I'm not exaggerating. Shit or Shine. It's that critical. And the
whole rest of the process falls under the same scrutiny. I could go on and
on.....
So if good sounds are what you want, somebody's gonna have to get serious.
Like everything else - it aint gonna happen by accident.
--
Mark Jeangerard
www.soundchaserweb.com
New Mexico USA
Well... Codemasters (Wrote TOCA, TOCA 2, CMR) visited my university (OK,
three blokes who work there) and someone asked them about their sound
department. They've got One bloke doing sound AND music,full time.
There's 120 other designers, artists, and programmers.... how seriously
is that taking it?
Doug
Yes. Exactly my point, Doug. Thank you. It gets worse. It happens in music
and theater and all forms of entertainment. Most of your favorite CD's are
"skimped on" in the recording process. The big money goes to Marketing,
Video, and pimping radio stations. The sound is of no consequence.
This is the life I chose. :-)
Examples of good sound, for those interested, are:
TV - Coke commercials, Dave Letterman
Theater - Cirque du Soleil
Music - Dave Mathews "Crash" CD, Chick Corea in concert
The worst part is, I've just named about 30% of all things that sound good
in this universe. :-(
--
Mark Jeangerard
www.soundchaserweb.com
New Mexico USA
Ok this is totally OT but here goes anyway ;)
Have you ever listened to a Sheffield Labs CD ?
They're recorded live to a 2 track mic, and the sound on a well setup hi-fi
system is nothing short of astounding (even if the type of music is not my
favourite)
Though to be fair many movie producers are now starting to grasp the fact
that the sound quality is something that can be improved on. The music
industry on the other hand........
--
Ian Parker
UKGPL League
http://members.xoom.com/ukgpl/index.html
http://www.ukgpl.com
--
I haven't but will be off to buy it as soon as I find it. I have a passion
for minimalist recordings. Big productions are fine too. But there is
something about being in the room with the music... One of a kind
experience.
...and how could I forget movies? George Lucas has single handedly raised
public awareness of audio quality and location 100 fold. He's my hero. I can
hardly wait 'til 'standard' music is in multichannel. That will be the day.
--
Mark Jeangerard
www.soundchaserweb.com
New Mexico USA
> Ok this is totally OT but here goes anyway ;)
> Have you ever listened to a Sheffield Labs CD ?
> They're recorded live to a 2 track mic, and the sound on a well setup
hi-fi
> system is nothing short of astounding (even if the type of music is not my
> favourite)
> Though to be fair many movie producers are now starting to grasp the fact
> that the sound quality is something that can be improved on. The music
> industry on the other hand........
> --
> Ian Parker
> UKGPL League
> http://members.xoom.com/ukgpl/index.html
> http://www.ukgpl.com
> --
> > Yes. Exactly my point, Doug. Thank you. It gets worse. It happens in
music
> > and theater and all forms of entertainment. Most of your favorite CD's
are
> > "skimped on" in the recording process. The big money goes to Marketing,
> > Video, and pimping radio stations. The sound is of no consequence.
> > This is the life I chose. :-)
> > Examples of good sound, for those interested, are:
> > TV - Coke commercials, Dave Letterman
> > Theater - Cirque du Soleil
> > Music - Dave Mathews "Crash" CD, Chick Corea in concert
> > The worst part is, I've just named about 30% of all things that sound
good
> > in this universe. :-(
> > --
> > Mark Jeangerard
> > www.soundchaserweb.com
> > New Mexico USA
Hi again, just hunted the CD's out, if you have trouble finding them,
Sheffield Labs can be contacted at 1046 Washington St. Raleigh, NC 27605 or
Tel (919) 829-1154 Fax (919) 829-0047
This is taken off a CD printed in 1993 so may be out of date by now but its
all I've got to go on.
--
Ian Parker
UKGPL League
http://members.xoom.com/ukgpl/index.html
http://www.ukgpl.com
--
Hmm.. you probably havent tried Viper Racing...
In sim mode, with the gtrs model (by career or by hack), playing
online with a good bunch drivers is just plain heaven.
The sound of those deep 10 cylinders is beautiful.. Nothing compares.
After spending a fair amount of time at ViperRacing, SCGT, Toca2, DTR
and N3........ Im still in love with Viper Racing
Sent via Deja.com http://www.deja.com/
Before you buy.


































