GT5 Sound Thread

  • Thread starter Marry_Me_GT
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Here is a video from Sidney where we can hear the sound (a bit clearer) of the Toyota FT-86 ....Pay special attention to 1:10- 1:15 I think it sounds very nice :)
[Youtube]AoxmhvyBzcI[/Youtube]
 
I'm pretty sure there is a merit for Polyphony to have picked MCR. My guess is that the title music would be so bad that the when your driving in the game it will sound better because of contrast. Smart! :sly:

Its Sony that decides the music not PD. Kaz and his team have no control over that.
 
Whilst those vids from Sydney do sound very similar to the trailers, it's difficult to tell what depth there is to the samples. There does appear to be a nice mid-range growl to it, but that might just be the same as what's on the Motul GTR, the NASCAR cars etc.

The other thing is, those trailers have got a nice wide variety of recordings in them (I'm not convinced those sounds have come from the sound engine, certainly not con-current with the visual footage, at least) which would mean that any samples derived from those recordings should be very good indeed.
But what about the other cars; will they all get the same treatment? Consistency has been GT's major problem with sound historically, and the demo footage is doing nothing to demonstrate that this has been addressed.

We can still cling to hope of "improvements" in the final game, bolstered by the seemingly odd re-mixing and recycling of GT4's sound assets on new cars. It's still unnerving, though.
 
Whilst those vids from Sydney do sound very similar to the trailers, it's difficult to tell what depth there is to the samples. There does appear to be a nice mid-range growl to it, but that might just be the same as what's on the Motul GTR, the NASCAR cars etc.

The other thing is, those trailers have got a nice wide variety of recordings in them (I'm not convinced those sounds have come from the sound engine, certainly not con-current with the visual footage, at least) which would mean that any samples derived from those recordings should be very good indeed.
But what about the other cars; will they all get the same treatment? Consistency has been GT's major problem with sound historically, and the demo footage is doing nothing to demonstrate that this has been addressed.

We can still cling to hope of "improvements" in the final game, bolstered by the seemingly odd re-mixing and recycling of GT4's sound assets on new cars. It's still unnerving, though.

You can hear it here as well, on a PA, and it does sound like the trailer IMO.
The tyre noise in the FT-86G trailer is the same as the M5 Gamescom clip, which is also the same as the ones heard in the Taiwanese trailer.

 
Man I wish PD came out with some legit gameplay footage based on the final retail build code, and kill all the speculation!

If only someone had captured some clean footage of the new ISF sounds then we'd know for sure where we stand. I'm still betting what we heard in the Data logger trailer is all ingame of the new ISF sound set.

What little snatches I've heard does sound like this - superbly captured video!
Even the gearbox clacks can be heard 👍
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You be the judge
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I think it is very difficult to work with. Also Mazda is re-designing there legendary rotary
http://www.goauto.com.au/mellor/mellor.nsf/story2/8C90B9B3515EE305CA2577970012273A

Long live the rotary engine!

I wish GT had captured the Rotary engine sound..
I also wish that GT will allow different ports for the rotary cars in game..

Bridgeported Tuned 20B anyone?



Maybe the normal tuned could sound like this?
Ignore the music & yes I know it's in a tunnel.


The deep, raspy kinda sound.. I love it :drool:
 
I'm loving the new look Mazda's. Finally a company not crimping their concept designs too much!
Nicely matches the special engines that only they seem to have made a real business success out of.
 
I think it is very difficult to work with. Also Mazda is re-designing there legendary rotary
http://www.goauto.com.au/mellor/mellor.nsf/story2/8C90B9B3515EE305CA2577970012273A

Hmmm, going by their "sky" piston engines, the expected improvements to the rotary would be:
  • low-friction rotor housing
  • direct, piezo-electric injection
  • variable port timing mechanism
The latter is the more interesting part, for me, since the Renesis already had variable intake "timing" by the use of three intake ports per rotor, with valves in the intake tract controlling which ones were in use. There is also a third exhaust port between the rotors, although I haven't figured out whether that is of a different geometry to the other two, and there doesn't appear to be any control associated with it.

I've seen patents for rotary valves in the cylinder walls of two-stroke engines, that allow a near continual adjustment of timing and port area (within the constraints of the minimum and maximum port sizes). I wonder if this could be integrated into the rotor housing, giving a variable peripheral-port arrangement.

It'd sound pretty good, though. Like a normal street rotary at low rpm, opening up to a rip-snorting large-port beast as you wind it up. :dopey:
 
Hey guys, Watching youtube videos, I believe I found why GT sounds lack ''realism''.

I believe its due to car/engine sounds not having proper Intake Sound, I mean, the sound of the intake open while at WOT, you see, GT5 P and booth demos and all those when in Exterior Cam, you can Hear the exhaust pretty clearly and sound really good, but my guess the problem is up front in the car, when you choose Cockpit, Bonnet or 1st Person View you get a pretty dull noise.

As an example of that noise, here is a Clio With Individual Throttle Bodies.



Also a game with this part of the sound is Forza and Colin Mcrae Dirt 2, both games have pretty good sounds, even though GT sound Mixing and all that is pretty top Notch.

So any thoughts?
 
What you say is true, but the example you chose has much more "booming" noise than normal as most street legal cars have closed and sound proofed airboxes/air filter boxes specifically designed to reduce it, in addition to usually have a (often at least partially soundproofed) closed bonnet (:))

If there will be intake/air filter modifications (from some screenshots, it appears that exhaust performance parts changed only the exhaust and not the intake/air filters too as in past GTs), though, intake sound would also probably change.
 
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Hey guys, Watching youtube videos, I believe I found why GT sounds lack ''realism''.

I believe its due to car/engine sounds not having proper Intake Sound, I mean, the sound of the intake open while at WOT, you see, GT5 P and booth demos and all those when in Exterior Cam, you can Hear the exhaust pretty clearly and sound really good, but my guess the problem is up front in the car, when you choose Cockpit, Bonnet or 1st Person View you get a pretty dull noise.

As an example of that noise, here is a Clio With Individual Throttle Bodies.

 
It would be nice if the final version of GT5 will realistically model all sources of noise rather than just rely on samples as in other games. The "problem" is that they are too many to list. here's a partial list:

  • Engine
    • Mechanical engine noise
    • Auxiliary systems (engine cooling fan, etc)
    • Intake
    • Exhaust
  • Gearbox
    • Gear noise
    • Gear engagement noise
    • Clutch noise
    • Oil pump noise, if available
  • Tires
    • Rolling noise
    • Sliding noise
    • "Landing" noise (After a jump for example)
  • Aerodynamics
  • Chassis
  • Brakes
    • Braking noise (changes depending on brake rotors/pads and their consumption)
    • ABS pump if available
  • Minor Cockpit noises
    • Turn signal sound effect
    • Wipers noise
    • Brake pedal/ABS pump noise
    • Car key noise
    • Shift lever noise
    • ...
  • Extra sources of noise (aerodinamic fans, etc)
 
I'd like to hear the sound of small particles hitting the undercarriage of the car.

At speed, you won't hear this.

Wind, engine, exhaust, tires, and cars around you will all be much louder than a few pebbles hitting the bottom of the car.

Low speed & off throttle; this sound is very prevalent, especially with sticky r-compound tires. But once you get going, you'll never hear the debris kicking up.
 
At speed, you won't hear this.

Wind, engine, exhaust, tires, and cars around you will all be much louder than a few pebbles hitting the bottom of the car.

Low speed & off throttle; this sound is very prevalent, especially with sticky r-compound tires. But once you get going, you'll never hear the debris kicking up.

I was mainly thinking when you drive into gravel pits.
 
i don't think it's hitting the undercarriage. i think it's pebbles hitting the wheel wells. that would be classified as road noise i think (for a game like GT).
 

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