GT5 Sound Thread

  • Thread starter Marry_Me_GT
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The Mazda 787B is very accurate even in GT4, compare the game sound to this RL clip. The other Mazdas sound different, they are probably 767s or 787 non-B.

4:09-4:12


GT4:


With a higher bitrate, and presumably more mechanical sounds(such as transmission, brakes etc.. due to damage or failure of these) streaming through HDMI or Optical, it gives hope to GT5's sounds.
 
The LFA has a very interesting note, I can remember. I hope in GT5 I can still recognize it. If yes, then PD have succeeded if no, PD have failed.
 
The LFA has a very interesting note, I can remember. I hope in GT5 I can still recognize it. If yes, then PD have succeeded if no, PD have failed.

The sound has so much more to do than one engine note. Its dynamics, its bitrate or sample quality, environmental sounds, mechanical sounds, contact sounds, tire sounds, wet\snow\dirt sounds, not to mention how they are mixed or blended with each other.

The way I see it , the LFA could have an "indistinguishable" engine note or not exactly as your reference material, but the GAME's sounds can still be amazing, and PD would have done their job. The criteria shouldnt be so simple.
 
The sound has so much more to do than one engine note. Its dynamics, its bitrate or sample quality, environmental sounds, mechanical sounds, contact sounds, tire sounds, wet\snow\dirt sounds, not to mention how they are mixed or blended with each other.

The way I see it , the LFA could have an "indistinguishable" engine note or not exactly as your reference material, but the GAME's sounds can still be amazing, and PD would have done their job. The criteria shouldnt be so simple.

You just made something simple and understandable, complicated and I ....um....well still understandable....but..........
 
The sound has so much more to do than one engine note. Its dynamics, its bitrate or sample quality, environmental sounds, mechanical sounds, contact sounds, tire sounds, wet\snow\dirt sounds, not to mention how they are mixed or blended with each other.

The way I see it , the LFA could have an "indistinguishable" engine note or not exactly as your reference material, but the GAME's sounds can still be amazing, and PD would have done their job. The criteria shouldnt be so simple.



Your speaker setup is in a big role also. :D
 
Well the Lexus/Toyota cars should sound better, due to PD's close links with Toyota and the Fuji track :)

The IS-F and FT86G sound pretty good
 
I'm sure this has been asked before but what about exhaust sounds? I've always found in racing games that the exhaust sound is totally different. i.e. cracks and back fires. Especially that of tuner cars and race cars.

Racing exhaust systems are much much louder and i'd love it if they included the louder sound in the game with out the player having to turn up the TV or surround sound system. The experience when you get your first race spec car!! 👍
 
A few weeks (maybe days pending leaks) left now... I expect there to be 1 of 3 outcomes, best to worse:

1) Sounds are overhauled and sound nothing like builds we have heard so far. Sound detail is added, engines sound powerful, untamed and wild where applicable, but not distorted. Everybody is pleased, GT5 becomes best sounding simulator to date.

2) Marginal improvements to all premium cars. Extra detail like road-stones and backfire sounds are added. Engine sound remains lacklustre with little feeling of power and sterile emotionless shifting. Race cars are the most negatively affected whereas production cars are acceptable to drive in-cockpit.

3) Sound turns out to be no different from GT5p. People will still defend GT5 sounds anyway as being technically the best of any simulator. 5.1 sound system excuse will apply massively. Some might argue that there are insignificant and probably non-existent psychological improvements made over GT5p excluding tyre/skid sounds as an easy blow.
 
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On point 3, it already sounds different to GT5:P

Pretty evident in the IS-F, and even if they used the same base sound from the F1 2007 for the X1, you can tell the sound engine system has been improved. It sounds smoother, less glitched/chip munked from the processing and the doppler effects are in a another league altogether (and from any other game)

The GT Academy Time trial 370z was also well above any other car in Prologue
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F1 2010 - "chipmunk" galore
 
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A few weeks (maybe days pending leaks) left now... I expect there to be 1 of 3 outcomes, best to worse:

1) Sounds are overhauled and sound nothing like builds we have heard so far. Sound detail is added, engines sound powerful, untamed and wild where applicable, but not distorted. Everybody is pleased, GT5 becomes best sounding simulator to date.

2) Marginal improvements to all premium cars. Extra detail like road-stones and backfire sounds are added. Engine sound remains lacklustre with little feeling of power and sterile emotionless shifting. Race cars are the most negatively affected whereas production cars are acceptable to drive in-cockpit.

3) Sound turns out to be no different from GT5p. People will still defend GT5 sounds anyway as being technically the best of any simulator. 5.1 sound system excuse will apply massively. Some might argue that there are insignificant and probably non-existent psychological improvements made over GT5p excluding tyre/skid sounds as an easy blow.

Or it could be any combination of those outcomes, in a continuously varying fashion. By the way, how does one change gear with emotion?
 
Emotion, nuance, warble, a certain Je ne sais quoi?

All I know is that it's an important something that helps me fool my ears into thinking it's real. The illusion for me breaks most frequently on shifting because something isn't being conveyed correctly, the feeling of torque, or the warble of the transmission.

It can usually be solved by putting a small kind of "flaw" at the start of a sample, but it breaks the loop and it's not dynamic. It has the ability of making something sound louder, without touching the volume.

I'm not interested so much on external or track side camera views. So I don't really feel much empathy for that F1 2010 video. Yeah, it sounds awful but I'm one to buy driving games to actually race, not to look at replays.

Internal sound takes precedence over externals. That's why the industry has been ignoring it in every racing game. Every company except PD. Sure, getting the drive by sound as good as it is in GT5 is noteworthy. But that doesn't mean it's a weapon to pick holes in other games with, because really, that's the only thing GT sound is good at.
 
Pretty evident in the IS-F, and even if they used the same base sound from the F1 2007 for the X1, you can tell the sound engine system has been improved.

Good fo the game but not very realistic for X1 because that car is suposed to have a gas turbine and not "low reving " F1 engine.
 
Good fo the game but not very realistic for X1 because that car is suposed to have a gas turbine and not "low reving " F1 engine.

Official site says this:

Type: V6 Twin Turbo (Direct Injection)
Engine Displacement: 3000cc
Maximum Output: 1106.0kw (1503.8ps) / 15000rpm *1483hp
Maximum Torque: 714.1Nm (72.9kgf*m) / 12000rpm
 
Emotion, nuance, warble, a certain Je ne sais quoi?

All I know is that it's an important something that helps me fool my ears into thinking it's real. The illusion for me breaks most frequently on shifting because something isn't being conveyed correctly, the feeling of torque, or the warble of the transmission.

It can usually be solved by putting a small kind of "flaw" at the start of a sample, but it breaks the loop and it's not dynamic. It has the ability of making something sound louder, without touching the volume.

I'm not interested so much on external or track side camera views. So I don't really feel much empathy for that F1 2010 video. Yeah, it sounds awful but I'm one to buy driving games to actually race, not to look at replays.

Internal sound takes precedence over externals. That's why the industry has been ignoring it in every racing game. Every company except PD. Sure, getting the drive by sound as good as it is in GT5 is noteworthy. But that doesn't mean it's a weapon to pick holes in other games with, because really, that's the only thing GT sound is good at.




They are one and the same, when cars drive past you, you'll hear the same thing.

GT has always been known for awesome replays, it's what separates GT from other games. The replays are so good, I watch them all the time. In other games, the replays are so bad, you don't. Cause and effect :)

Not just the sound, but the car movements as well. Watching my race replay today in iRacing reminds me how far GT is ahead of everyone else here. The MX-5 seemed to be skipping over the road at Lime Rock in iRacing.
 
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The external camera in the latest builds has always sounded good enough. The cockpit/bumper view hasn't, though (as if the exhaust component of the sound was missing). We'd still need confirmation for that.
 
Emotion, nuance, warble, a certain Je ne sais quoi?

All I know is that it's an important something that helps me fool my ears into thinking it's real. The illusion for me breaks most frequently on shifting because something isn't being conveyed correctly, the feeling of torque, or the warble of the transmission.

It can usually be solved by putting a small kind of "flaw" at the start of a sample, but it breaks the loop and it's not dynamic. It has the ability of making something sound louder, without touching the volume.

I'm not interested so much on external or track side camera views. So I don't really feel much empathy for that F1 2010 video. Yeah, it sounds awful but I'm one to buy driving games to actually race, not to look at replays.

Internal sound takes precedence over externals. That's why the industry has been ignoring it in every racing game. Every company except PD. Sure, getting the drive by sound as good as it is in GT5 is noteworthy. But that doesn't mean it's a weapon to pick holes in other games with, because really, that's the only thing GT sound is good at.

Well, gear-change nuance is precisely the sort of sound you don't emulate by modifying samples; you do that through the physics engine. Incidentally, GT5:P has great gear changes, if you manually control the clutch ;)
It's funny to hear the same sort of "mistakes" in the game as one occasionally does in real life, regarding clutch and throttle syncing during gear changes.

Since the automatic mode oughtn't be a disadvantage (too much), it would be silly to include a random element to the gear changes in order to get them to sound more life-like. This, of course, does not take into account the dynamics of the drivetrain during shifting, and the tendency of "lightweight" racing-type drivetrains (coupled with fast-shifting, sequential boxes) to oscillate after a shift - or to "warble", as you put it. This should, again, come from the physics engine, not pre-canned samples or "effects". AI drivers could probably "benefit" from a "random" element, though.

I would also echo CoolColJ's comments about how GT's replays instil a desire to watch them more and more. Although, I've been into watching replays since Papyrus' Indy Car series (probably because of the "high-fidelity" physics engine).

That MX-5 / Eunos Roadster sounds promising, but unfortunately it is a poor quality video (too much high-frequency noise).
 
The external camera in the latest builds has always sounded good enough. The cockpit/bumper view hasn't, though (as if the exhaust component of the sound was missing). We'd still need confirmation for that.

In this case you wrong.It sounds BRILLIANT!Look how it sounds when car is braking.Damn amazing!
 
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