GT5 Sound Thread

  • Thread starter Marry_Me_GT
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i think the sound is bad because pd would rather put in 500 crappy car's no one will drive in the game just to get a good headline for the game when they could have used the space for a decent sound
 
i think the sound is bad because pd would rather put in 500 crappy car's no one will drive in the game just to get a good headline for the game when they could have used the space for a decent sound

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sweet thanks! looks like a really fun track to ride... here's wishing its in GT5 ;)

More lesser known tracks need to be in the game. Sometimes they are more fun then the popular tracks that do make the game. 👍

This one looks like it would be a blast.
 


Nuff said....However I am aware that the sound on this vid has clearly not been recorded from where your head is in the car... But if GT can sound ANYTHING like this with this car or any car like it i'll die happy
 


Nuff said....However I am aware that the sound on this vid has clearly not been recorded from where your head is in the car... But if GT can sound ANYTHING like this with this car or any car like it i'll die happy


Saw that vid before, pure awesomeness!:drool: ...and notice the huge difference in sound with half a gas as opposed to pedal to the metal!💡
 
Man I love straight 6s! Shame engines don't sound like that anymore, old-school tuning sounds so good :dopey:

Something I've noticed in GT5:P is that there is very little volume difference between off, half and full load. At least I noticed this in replay mode with the DC5 at Eiger...

Also how bad is the tuned SRT10?!! The GTS sounds fantastic, what happened? :indiff:
 


Nuff said....However I am aware that the sound on this vid has clearly not been recorded from where your head is in the car... But if GT can sound ANYTHING like this with this car or any car like it i'll die happy


Now that's a HELL of a good example!.

Case closed as far as i'm concerned... ;)
 
PD are failing so bad at simulating a real engine sound. They're just trying to change samples according to the rpm's. Like we heard there's so much more to a car engine. In GT there's never a change in the sound between off and on throttle. And in these situations the sounds should be different. The "great" car sound in TT only mutes the transmission wine when you get off the gas, but the engine sound remains the same as long you're are in the same rpm range.
When GT5 prologue was my only this gen racing game I wasn't paying much attention to the sound (or to the lame sound I should say). Then I had for a while a xbox360 and forza2. Boy, you could feel the car in that game. When driving you knew just by hearing it that you've got a powerfull car and you're squeezing the life out of it. In GT5p you're just vacuuming the room.
 
PD are failing so bad at simulating a real engine sound. They're just trying to change samples according to the rpm's. Like we heard there's so much more to a car engine. In GT there's never a change in the sound between off and on throttle. And in these situations the sounds should be different. The "great" car sound in TT only mutes the transmission wine when you get off the gas, but the engine sound remains the same as long you're are in the same rpm range.
When GT5 prologue was my only this gen racing game I wasn't paying much attention to the sound (or to the lame sound I should say). Then I had for a while a xbox360 and forza2. Boy, you could feel the car in that game. When driving you knew just by hearing it that you've got a powerfull car and you're squeezing the life out of it. In GT5p you're just vacuuming the room.

Do you have ADD? :P

I think you're mistaken about many things. The fact that you weren't paying attention to the sound in the first place says it all, in my mind. But I do agree (to some extent) that GT5 Prologue's sounds require improvement.

You're definitely wrong about the lack of distinction between on-off throttle sounds, and the engine does sound different at different rpm (to varying extents, depending on the car). What is really flawed is the lack of a significant volume change between on / off power - this alone would go a long way to convey the dynamic nature of the engine. What is also missing is a decent overrun sound, where appropriate.

Speaking of which, has anybody else noticed with the tuned 370Z that there is a sort of "backfire" effect (for want of a more pervasive accurate term) when you rev it? There is no visual representation, as there often isn't in The Real World™, but you can definitely hear it.
 
Well if you actually read my post you will notice, that I never said the sound did not change with rpm's.
You really need to get some basic car engine knowledge. The difference in the sound of a car accelerating and deccelerating in gear is for more than the volume. If you can't hear it in that BMW video there's really no reason in this discussion.

And BTW the 370z in the TT does not backfire. It just hums. Wishful thinking again.
 
Often know as ADHD, it's attention-deficit hyperactivity disorder and is commonly treated with Ritalin
 
Well if you actually read my post you will notice, that I never said the sound did not change with rpm's.
You really need to get some basic car engine knowledge. The difference in the sound of a car accelerating and deccelerating in gear is for more than the volume. If you can't hear it in that BMW video there's really no reason in this discussion.

And BTW the 370z in the TT does not backfire. It just hums. Wishful thinking again.

Er, steady on fella. I'm well aware of the differences, thank you - if you read my post, you'll see that I demonstrated such an understanding. I'll clarify: there is a distinction between on and off load sounds, i.e. they sound different. Now I don't want to get into a bitch-fight here, so I'm calling into question the whole language-barrier thing (again.)

And the most noticeable difference between on and off power in that BMW vid is, surprise surprise, volume.

I'm pretty sure the 370Z does pop once when you rev it, might be an artifact with my audio configuration, but why would it only occur with that car? Not wishful thinking, just attentive listening. You'll also notice that it was phrased in a way such as to incur discussion, rather than effect some form of assertion, so your childish reaction is unjustified.

Often know as ADHD, it's attention-deficit hyperactivity disorder and is commonly treated with Ritalin

I think ADD is one type of ADHD, but yes. Doesn't really make my comment any more tasteful :indiff:
 
Often know as ADHD, it's attention-deficit hyperactivity disorder and is commonly treated with Ritalin

ADD and ADHD are not the same thing. I grew up with ADHD-R, and you could in no way compare my experiences to someone with ADD.

BTW, Ritulin is one of the most overused and damaging drugs to ever be released on the masses. Whatever possible positive effects in may have on "some" people, are far outweighed by the damage it does.

End of rant...

On topic:

Griffith, while I agree with some of your assessment as to what a car "should" sound like. I think you're way off base stating anything within GT5:P resembles it's real life counterpart. Having raced semi-professionally (and SCCA Drift Events), I can attest to the fact PD has "most" of it wrong. It's all the nuances that PD seems to be leaving out, which in turn makes the end product very sterile and far from anything resembling realism. There are a few vehicles in GT5:P which I would say sound "good" (Integra Type R for example), but as I have a friend who owns one (imported one, he works for the Navy), I can clearly hear the difference, and it's a much bigger difference than I was expecting after hearing the GT5:P version (which I was impressed with until hearing the real thing).




;)
 
ADD and ADHD are not the same thing. I grew up with ADHD-R, and you could in no way compare my experiences to someone with ADD.

BTW, Ritulin is one of the most overused and damaging drugs to ever be released on the masses. Whatever possible positive effects in may have on "some" people, are far outweighed by the damage it does.

End of rant...

Opinions and professional advice / practice on medicating the mentally ill-at-ease seem to change at an alarming rate - it's hard knowing you're at their mercy!

Griffith, while I agree with some of your assessment as to what a car "should" sound like. I think you're way off base stating anything within GT5:P resembles it's real life counterpart. Having raced semi-professionally (and SCCA Drift Events), I can attest to the fact PD has "most" of it wrong. It's all the nuances that PD seems to be leaving out, which in turn makes the end product very sterile and far from anything resembling realism. There are a few vehicles in GT5:P which I would say sound "good" (Integra Type R for example), but as I have a friend who owns one (imported one, he works for the Navy), I can clearly hear the difference, and it's a much bigger difference than I was expecting after hearing the GT5:P version (which I was impressed with until hearing the real thing). ;)

I think what I have failed to communicate is that PD have a much better basis for conveying the sounds of cars in general - road noise, wind noise, dynamics, doppler, distance-based delay and a complex system for actually rendering an engine sound.

Now, I do agree that many cars in GT5:P (more and more it would seem, as I go back and test the ones I missed / didn't care for) are some way off their real-world counterpart. But I maintain that this is generally, as you said, down to the nuances - as I said, it's the subtlety that counts.
So, it's the artistic implementation that's lacking, despite the technical excellence and generally passable recordings (if you can listen through the mix) in use.

Regarding the DC5, a car I have some experience of, what do you feel in particular was 'off'? In my mind it's very hard to put into words.
The one thing I can think of is the envelopment, and crisp clarity of all the interacting elements - something that will be nigh on impossible in a game without sacrificing the adaptability of the sound (e.g. it might sound great stationary, but as soon as it moves, it's awful, as with the majority of games I've played).

PD, artistically at least, have a knack for the subtlety, but there is clear evidence that the artistic direction involved in the car sounds is aiming for something other than what the majority of us are expecting.

Perhaps you could elaborate on where your opinion of how a car 'should' sound differs from mine? I'm always open to different opinions, and the discussion will be healthy for the thread, I feel.
 
I think what I have failed to communicate is that PD have a much better basis for conveying the sounds of cars in general - road noise, wind noise, dynamics, doppler, distance-based delay and a complex system for actually rendering an engine sound.

For all that to happen, wouldn't they need to be able to drive the cars in the first place? That wasn't an option with many of the cars.
GT5 sound is nothing compared to real life and we should move on.
 
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For all that to happen, wouldn't they need to be able to drive the cars in the first place? That wasn't an option with many of the cars.
GT5 sound is nothing compared to real life and we should move on.

I don't follow you. What, in your first sentence, are you referring to as "all that"?

If you mean they didn't record the specific wind noise etc. of each car, then yes, fine. But I don't think I've noticed much of a difference in real life, except the colouration the cabin gives the sound - which seems to be present in GT5:P, though I cannot comment as to its "accuracy".

Feel free to move on. I'm still interested in discovering, qualitatively, what people expect from realistic sounds - since no game is perfect.
 
ADD and ADHD are not the same thing. I grew up with ADHD-R, and you could in no way compare my experiences to someone with ADD.

BTW, Ritulin is one of the most overused and damaging drugs to ever be released on the masses. Whatever possible positive effects in may have on "some" people, are far outweighed by the damage it does.

End of rant...

No offence meant :) googled, got the wikipedia page and had a quick scan so maybe I should have read it better or not made an off topic comment ;)
 
I think what I have failed to communicate is that PD have a much better basis for conveying the sounds of cars in general - road noise, wind noise, dynamics, doppler, distance-based delay and a complex system for actually rendering an engine sound.

Agreed.

Regarding the DC5, a car I have some experience of, what do you feel in particular was 'off'? In my mind it's very hard to put into words.
The one thing I can think of is the envelopment, and crisp clarity of all the interacting elements - something that will be nigh on impossible in a game without sacrificing the adaptability of the sound (e.g. it might sound great stationary, but as soon as it moves, it's awful, as with the majority of games I've played).

Perhaps you could elaborate on where your opinion of how a car 'should' sound differs from mine? I'm always open to different opinions, and the discussion will be healthy for the thread, I feel.

There are quite a few little things I could point to. The V-Tec sound is all but absent. The engine note, while one of the better sounding in the game, is lacking the grunt of the real car. Beyond that, the general "tone" of the engine just isn't quite right. It's almost as if it's a few octaves off, regardless of the revs.

If we could get something in-between GT5:P (or GT5 TT more accurately) and the GTR series (especially some of the user-made mods), it should be pretty close to reality. As it is, if they keep on the same road, we may end up with another GT game with sterile sounds.

Forza 3 isn't exactly doing it right either. Whereas GT is clinical in their approach, Turn 10 seems to make vehicles sound like what they want them to (cinematic approach?), instead of what they actually sound like. I have owned 3 VW's. A MK1 GTi, a MK2 GTi, and a MK2 GLi. None of them sounded anything like their Forza 3 counterparts. Turn 10 seems to be lost as to what actually belongs under the bonnet of these vehicles, as the sounds they are producing should be coming from something with a much larger engine.




;)
 
And the most noticeable difference between on and off power in that BMW vid is, surprise surprise, volume.

You should really start listening more carefully to that video, because the sound when the driver lets off the gas completely is absolutely different than the one when he is partially or fully pressing the pedal.
 
There are quite a few little things I could point to. The V-Tec sound is all but absent. The engine note, while one of the better sounding in the game, is lacking the grunt of the real car. Beyond that, the general "tone" of the engine just isn't quite right. It's almost as if it's a few octaves off, regardless of the revs.

If we could get something in-between GT5:P (or GT5 TT more accurately) and the GTR series (especially some of the user-made mods), it should be pretty close to reality. As it is, if they keep on the same road, we may end up with another GT game with sterile sounds.

Forza 3 isn't exactly doing it right either. Whereas GT is clinical in their approach, Turn 10 seems to make vehicles sound like what they want them to (cinematic approach?), instead of what they actually sound like. I have owned 3 VW's. A MK1 GTi, a MK2 GTi, and a MK2 GLi. None of them sounded anything like their Forza 3 counterparts. Turn 10 seems to be lost as to what actually belongs under the bonnet of these vehicles, as the sounds they are producing should be coming from something with a much larger engine. ;)

Hmmm, on a fundamental level, I think we perceive car sounds very similarly. I certainly agree with everything you've written.

In the cockpit view in the Integra, the cam-profile crossover is definitely absent. It can be heard (just!) in the external views, definitely in replay views, though it is subtle, and only discernible in the intake noise - which I'm now less than enamoured with (it's not loud enough!!) I think if the exhaust note were less distorted, it would be better.

Anyway, there is definitely a mixing issue. Regarding the "tone a few octaves off" thing, I think I get you: it sounds a few octaves too high? I think this is the whizziness most complain about and the "hum" snoopybg was referring to with the 370.

This, I assume, is their synth component, used I think to make the pitch transitions sound smoother - also probably the main source of the clinical-ness of the engine sounds. Trouble is, they use the same "texture" for every car (e.g. the tuned Z06 in GT5:P sounds more like a 4-cyl / flat-plane V8) when they ought to use a texture corresponding to the firing sequence and exhaust manifold geometry, as is done in LFS. That, coupled with more heavily-mixed and "better" samples should make the world of difference, although still not perfect.

Glad I'm not the only one who dislikes the "cinematic" approach to car sounds! :)

You should really start listening more carefully to that video, because the sound when the driver lets off the gas completely is absolutely different than the one when he is partially or fully pressing the pedal.

I know, I've already said this. There is a difference between on- and off-power sound, in terms of tone, texture and - to the largest degree of all - volume.
 
Anyway, there is definitely a mixing issue. Regarding the "tone a few octaves off" thing, I think I get you: it sounds a few octaves too high? I think this is the whizziness most complain about and the "hum" snoopybg was referring to with the 370.
This, I assume, is their synth component, used I think to make the pitch transitions sound smoother - also probably the main source of the clinical-ness of the engine sounds. Trouble is, they use the same "texture" for every car (e.g. the tuned Z06 in GT5:P sounds more like a 4-cyl / flat-plane V8) when they ought to use a texture corresponding to the firing sequence and exhaust manifold geometry, as is done in LFS. That, coupled with more heavily-mixed and "better" samples should make the world of difference, although still not perfect.
Glad I'm not the only one who dislikes the "cinematic" approach to car sounds! :)

I think you hit the nail right on the head there. That freakin' synthetic component to their sound is the main thing that actually ruins the sound, and in the eyes, or ears I should say, of a layman makes all the sounds sound alike and dead. It could pass maybe on a four-banger, but anything with a rumble, like V, W, boxer(flat 6) and similar engines, it flattens that engine pulse, which sucks big time!(awesome Ford GT's V8 sounds like a crappy 4-cyl:yuck:) To be honest, they should get rid of that synth part completely, as in my brief excursion into sound modding, I've succeeded more than once in making nice transition between idle/low/mid/high samples within a sound and so can they!(+more samples>nicer transitions)
p.s. don't immediately write off the "cinematicness", the fact is, the sound simulation can't be 100% perfect(maybe in the future), and even if it were, you're still just sitting in your room with a plastic wheel in front of your TV, so every bit of help is welcomed, like force feedback, blur, 3d, "enhanced" sound a little, just to immerse you that much more into it. I'm not talking circus levels here, just giving it maybe a smidge more oomph to excite you a bit more...;)
 
I think you hit the nail right on the head there. That freakin' synthetic component to their sound is the main thing that actually ruins the sound, and in the eyes, or ears I should say, of a layman makes all the sounds sound alike and dead. It could pass maybe on a four-banger, but anything with a rumble, like V, W, boxer(flat 6) and similar engines, it flattens that engine pulse, which sucks big time!(awesome Ford GT's V8 sounds like a crappy 4-cyl:yuck:) To be honest, they should get rid of that synth part completely, as in my brief excursion into sound modding, I've succeeded more than once in making nice transition between idle/low/mid/high samples within a sound and so can they!(+more samples>nicer transitions)
p.s. don't immediately write off the "cinematicness", the fact is, the sound simulation can't be 100% perfect(maybe in the future), and even if it were, you're still just sitting in your room with a plastic wheel in front of your TV, so every bit of help is welcomed, like force feedback, blur, 3d, "enhanced" sound a little, just to immerse you that much more into it. I'm not talking circus levels here, just giving it maybe a smidge more oomph to excite you a bit more...;)

True, but changing the texture of the synth will work wonders. I've had a stab myself - it just can't stand up on it's own very well (currently sounds similar to LFS, but nowhere near as good) so I'm tempted to try blending it with samples to see what happens. More samples is fine, but as you know it takes a good deal more effort to get right - it may mean we get even worse consistency!

I agree that a little bit of cinematicy-ness-type-stuff is good, especially considering, as you say, you're not really there! But I do think that Forza has perhaps gone a bit too far, and I find it irritating when people perceive such implementations as ideal.
 
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