GT5 Sound Thread

  • Thread starter Marry_Me_GT
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That's how it should be.
In GT5 you'll be able to buy a louder intake (maybe) and exhaust to overcome that "problem".

Yea man I was driving my car on the highway, and I notice just going 80 the wind noise gets pretty loud. In GT5p i'm usually doing 120. I like the wind noise, but for video game sake I Hope we can turn it down a little so I can hear more motor. :D
 
As part of my own d.i.y build project and looking to make the most of the games audio utilising multiple Subwoofer/Buttkicker/Tactile devices at once.

If the full GT5 release is like GT5P then it could well have some major issues and drawbacks with parts or some of the cars audio.
You can buy Graphic Equalisers on ebay for little money these days. Having the control one of these will give you means you can within reason change the cars sonics and fine tune a little
for things like wind noise. I highly recommend the Behringer products but some other EQs will still be okay. The more frequencies/sliders you have the better.


Something I found during recent testing:

GT5 Prologue Engine Frequencies
  • The vast majority of engine rev sounds in the game focus on using the 400Hz - 2Khz.
  • Low end engine grunt varies from 20Hz - 63Hz.
  • Frequencies between 80Hz - 315Hz are also used but dependant on the car how much.
  • Audio ranging from 2KHz - 12.5KHz are not used that often, mainly on the sheer upper limits of the rev counter, noticable from wind noise and on downshifts or max revs in first.

  • Lotus Evora / Parked Idle Rev Test
  • 0-2000 RPM heavily uses 20Hz - 200Hz
  • 2000 - 3000 RPM raises a little using 50Hz - 300Hz
  • 3000 - 4000 RPM begins to shift using 63Hz - 2KHz but also now utilising more of the spectrum going beyond 12.5 KHz
  • 4000 RPM+ usage of higher frequencies becomes stronger/louder and lower frequencies decrease
  • Wind noise kicks in approx 60mph using 20Hz - 400Hz getting louder but using higher frequencies more as speed increases

Part of the problem the game has with using different cars is their difference in low end bass response that goes to both the L/R and LFE channels.
Take the Viper for instance its got seriously lower rumble than some other cars.

So having optimal EQ audio/tactile settings for a Viper and then changing to a different car say an Imprezza would need tweeks done. I use the input volume on the EQ going to a Secondary L/R amplifer for the Clarke/BK units. Thats why Ive found having an EQ allowing easy changing of the input volume and of course over the frequencies gives you more control and lets the player adjust the audio for different cars/views to their taste.

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That's some serious setup there Mr Latte - I guess it's one way to try and compensate for the generally poor sounds in GT5:P :) Thanks for your post
 
DCP
I saw this while watching the above clips.
I'd say it's pretty good. Pls don't bite my head off for this...:-)



Except a real LFA doesn't sound like that inside the car, and that Forza3 warble is imprinted into the sound

road - race version
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Mr Latte, that's extreme! I thought a good home cinema system was all that was needed to cure GT5's sound woes. At least, that's what I've read.

In rfactor if we don't like the wind noise we just replace it with a new sample lol. But of course, I get it that modding to personal taste is something you simply cannot do on consoles, let alone something so specific, with ease.

Speaking of personal taste, CoolColJ, that LFA in Forza 3 automatically sets the benchmark. It sounds exactly what I want the LFA to sound like. Until GT5 shows it can at least reach an acceptable standard, I can ignore any discrepancies until I hear something better.

It will be extra humiliating if GT5 can't nail the sounds from a car on their own team, if you know what I mean. :)

P.S. I'm not impressed with Forza 3's SLS, I expected a little more from that, maybe it's the shifting that's undoing all of it.
 
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The problem with Forza 3's LFA is that it's a road car, but it's trying to sound like the race version, but it has all the sound proofing of the road version ;/
That wind and road noise on the race version is so loud at the end of the straight at Fuji that you can't even hear the engine due to the lack of sound proofing off course.

These are the kind of realism aspects that annoy the hell out of me!

And then the sound also doesn't change going from inside to outside. In the LFA, like the Carrera GT, there is a huge difference between inside and out. You only get the howl outside the car, it's all from the exhaust tuning. Inside the car, its all induction rasp
 
You know, I was about to "concede" in Forza's favour over the LF-A, but CoolColJ gave me the perspective I needed... :D The SLS ought to have been enough, eh?

@ speedfreak69: that's a particularly nice sounding E46; I've noticed that my favourite renditions of that M3 all have extra silencing just after the manifold / cats. The factory pipes have a "missing" resonator that gives it that dry rasp, which sounds terrible with a freer-flowing "back-box". Also, the CSL-style intake is always excellent :dopey:


I seriously cannot wait for game audio to get it's act together.
 
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i was reading a lot of comments and i hope that they have fixed all sound cars or almost the premium; and when we can take our hands on this we maybe will heard something totally new an all of this comments will be trash...i hope...maybe not who nows at this time...KY said that this game will be at high of our expectations...let´s see.
Note: if the game will sound just like i´ve seen now it would be good for me ...but on the next GT6 i want to heard a real 4 cylinder...real 6 cylinder...real V6...etc...
 
Same as you RedBaron, i can't wait to hear the difference between modified and stock vehicle in GT5 !!!

@ speedfreak69: that's a particularly nice sounding E46; I've noticed that my favourite renditions of that M3 all have extra silencing just after the manifold / cats. The factory pipes have a "missing" resonator that gives it that dry rasp, which sounds terrible with a freer-flowing "back-box".

You're right, it's difficult to obtain a good sound with the E46 M3... mostly because of the catalytic converter (at least on our euro models).

Here's mine : http://www.youtube.com/watch?v=TjzQdKQmM0Q

Much better than when i bought it, but i'm not totally satisfied with the sound yet.
 
Same as you RedBaron, i can't wait to hear the difference between modified and stock vehicle in GT5 !!!



You're right, it's difficult to obtain a good sound with the E46 M3... mostly because of the catalytic converter (at least on our euro models).

Here's mine : http://www.youtube.com/watch?v=TjzQdKQmM0Q

Much better than when i bought it, but i'm not totally satisfied with the sound yet.

I think the pic I posted was of the US spec midpipe etc.; I had had to look up the difference between the US and Euro manifold / headers, and it seems that rasp would be more of an issue on the Euro model because they don't have the extra resonator in the midpipe, is that right?
If you like the rasp, that's cool (personally, I don't) but the best way to enhance any car's sound is always to start at the business end (i.e. exhaust manifold), except the Euro headers are already excellent and replacements are usually expensive. So, if it were me, I'd play with the midpipe: (high-flow) cats and resonators.
Something radical would be to run a single 80-90 mm pipe instead of the twin on most E46s but, aside from not working with most replacement "mufflers", it's also likely to be very loud that way... :P
My interest is because a friend is in the market for one of these (at last) and he'll no doubt be wondering about the sound; I think I can convince him it's an easy fix...

As for the E90 M3, well it seems very little modification can yield fantastic results! :dopey:
 
@Griffith500 : You're right, the US and EURO specs are different, mainly because of the pollution norms i think.

Now that's a nice E92 in that vid !!! And some nice E30 too in the garage. The E92 M3 has a really great sound, another example with Rogue Engineering Exhaust : http://www.youtube.com/watch?v=Dh3qUq5BuD4

Anyway, back to GT5, i think that what i'll do first is immediatly check if there's a Honda Civic type R Mugen and lap it on the Ring, hoping it sounds like this one (at 2'00") :eek: http://www.youtube.com/watch?v=7XQmcc8v6H4
 
Hi guys, long time reader, first time writer.

I just wanted to emphasize how important sounds are to the feel of a car. I had the lucky opportunity to drive a couple of high performance cars, including some amg mercs, a couple of lambos (including the gorgious Countach Quattrovalvole which is by far the most impressive to me when it comes to sound. You could hear the car from a mile away, literally), Ferrari 360 and 430, etc.

The most fun in those cars when it comes to accelerating is feeling the g-force coupled with the high pitched screaming of the engine behind you (thinking of the ferrari here). That sound is so great it makes the hair on your arms stand up straight. The countach simply sounds brutal, like the devil himself burping (not the best comparison, I know :sly:). It feels like everything behind you is being vaporised by that V12 screaming.

It is a very big part of the experience of the car, I cannot imagine the driving sensation of a car like that without the engine sound.

That being said, I allways felt, as most of you apparently do, that the engine sounds in the gt series lacked a certain amount of grunt, and tended to go more in the vacuum cleaner direction. With a few examples of course.

I would be extremely happy if we could get a big improvement in this area, especially because GT absolutely shines in a lot of other areas.

And, btw, I couldn´t care less if the doppler effect is absolutely awesome in this game if I can only hear a vacuum cleaner driving past the camera. The sound engine might be very good in GT in this respect, but what I want to hear is the music of an american V8, or the scream of a Ferrari V8. I would like to hear the pops and crackles of the engine when you step of the throttle. To me this is soooo important, I cannot stress this enough.

So lets hope for the best!!
 
I love Honda's engines, but I prefer the Japanese versions of their latest civics. That Euro-spec Mugen is a bit of a joke compared with the Mugen RR. Bring back the glory days of Honda, I say.

Hmmm... the Japan spec Type R and the Euro one are actually different (the japanese one beeing a lot better and faster), but i think that the japanese Mugen RR and the euro Mugen Type R are technically the same. I read somewhere that the Mugen R manufacturing cost is a lot more than the retail price, and that's why they built only 20 of them !
 
I guess we can safely say this is a full lap replay of the final build of the game? Is it me, or does it sound a lot like the Ferrari F1 sound in Prologue? But it doesn't seem to "glitch and artifact" as much as the sound engine in Prologue. And the mid range sounds better, and there are some nice overtones that come in in various distances/angles from the camera.

You'd think there would be pops/bangs/crackles and flames from this type of car....? We've seen flames in TGS build demos, so I dunno.
Also wish there was more environment audio interaction reverbs and so on.

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I guess we can safely say this is a full lap replay of the final build of the game? Is it me, or does it sound a lot like the Ferarri F1 sound in Prologue? But it doesn't seem to "glitch and artifact" as much as the sound engine in Prologue. And the mid range sounds better, and there are some nice over tones that come in in various distances/angles from the camera.

You'd think there would be pops/bangs/crackles and flames from this type of car....? Also wish there was more environment audio interaction revebs and so on.

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Thanks for the vids, it confirms that they do sound the same. However, that should send alarm bells ringing: there's very little point in engineering a twin-turbo V6 to sound like a NA V8, especially given it doesn't rev anywhere near as high (for whatever reason: it brushes 15 000 rpm, whilst the F2007 goes up to 19 000 rpm - 25% higher with 50% more cylinders :P)

It should sound more like this: 1, 2, 3, 4, 5, 6. (I think that covers all the turbo V6s from F1, which to my knowledge are the only ones that rev as high as the X1 does...)
Basically, I still think it's a placeholder.


@Dahlsim: the Euro' Mugen Civic is based on the FN2 platform, same as the Euro' Type-R. Both the JDM Type-R and Mugen RR are based on the FD2 platform, so the two Mugens are just about as different as the Type-Rs, unfortunately.
 
I guess we can safely say this is a full lap replay of the final build of the game? Is it me, or does it sound a lot like the Ferrari F1 sound in Prologue? But it doesn't seem to "glitch and artifact" as much as the sound engine in Prologue. And the mid range sounds better, and there are some nice overtones that come in in various distances/angles from the camera.

I watched that lap on my HD TV just now and it seems unlike the F2007 sound, it seems like their are two sounds at the same time. Listen to it at low speeds in the corners and you'll hear it.
 
I watched that lap on my HD TV just now and it seems unlike the F2007 sound, it seems like their are two sounds at the same time. Listen to it at low speeds in the corners and you'll hear it.

Yeah that's what I meant by "nice overtones". Seems to be some extra depth and smoothness, but it's reving as high as the F2007
 
Hard to find some videos to reference the 2 GT5 clips I posted above, but here is one without TV commentary

GT5's new sound engine does a decent job on the driveby compared to the video at 1:11. Just needs a bit more reverb. Not many games can do it quite right yet
Jaguar R5, with a Cosworth V10
 
Why can't PD emulate these engine notes? That 787B was awesome!

Because it's a lot harder than you think.... and there a Platform (PS3) restrictions, and other competing elements in the game
It'll be decades before games can match the expressiveness of a real car. They've only just begun to approach that with virtual musical instruments
 
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