GT5 Sound Thread

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I installed the racing exhaust on my '89 300zx TT and it sounds great when idling. I'm too scared to put an upgraded exhaust anywhere near my ZR-1. :nervous:
 
For the record, the 2010 Camaro with the racing exhaust is correct. Some may say it sounds like a four cylinder, but it's the sound of the Perkins/Kelly racing Commodore's in the V8 Supercars.
 
Made a video showcasing my mild tuned Nissan 370Z and the 4 types of exhaust sounds - stock, sports, semi-racing and racing.
They all sound good 👍
The stock sound is like the real thing, then the throaty warble of the sports exhaust, the raspy snarl of the semi-racing and the gurgling race one. All cars have sound variations. Not sure if the intake mods have any changes though

http://www.youtube.com/watch?v=HaauiteyeVA

[YOUTUBEHD]HaauiteyeVA[/YOUTUBEHD]
 
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For the record, the 2010 Camaro with the racing exhaust is correct. Some may say it sounds like a four cylinder, but it's the sound of the Perkins/Kelly racing Commodore's in the V8 Supercars.

Thats what i´m realizing too. Some people can´t distinguish a V8 sportexhaust from a 4 cylinder or V10.

Example

and


they say both sound like V10. If you listen precisely you notice, that the corvette actually sounds like a modded V8 exhaust. True they sound similar, but not the same.

EDIT: compare to that zr1 in the short part where she gives full trottle

Don´t know why the last embed dosn´t work...here the

link: http://www.youtube.com/watch?v=qo4qA3F2Ufw
 
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Maserati GranTurismo with race exhaust = Oh My Lord!

It's so beastly.
Sounds like it's hungry/thirsty and it just wants to devour the track.
 
Im not sure if this is a bug but. When you put a full racing transmission in the F430 Scuderia the car sounds like you put a supercharger in it. It starts to have a whine. Anyone else notice this?
 
I don't know wether this is a bug or due to PS3's small memory

But if you set say a race exhaust in your garage and go to the track, it will sound as it is, but if you change back to stock exhaust in the settings page while on the track screen, the sound won't change. And vice versa stock to race.

When you exit back out and then go back in the sound changes...
So it makes it hard to compare sounds :(

I only noticed this while trying to make a video of the 370z comparing sounds, but yeah there is big difference in sound, and sounds much better than in the Time Trial 👍
370z has the honky warble when you upgrade it

I encountered the same problem a couple of nights ago and at first I thought my ears were playing tricks on me. It took several iterations for me to figure out that the game must force-save or reload memory in order for new exhaust packages to be recognized and evident in the sound. I hope PD fixes this as it kind of defeats the point of tuning in practice mode.
 
Anyone heard the Audi S3? I heard it from an AI and it ... sounded like a Koenigsegg at high rpms for me .. I know it may sound stupid but it really sounded like that .. now I have to buy it.


BTW: Does anyone have a "Clear Voice" option from HDTV? My TV "LG Scarlet" has an option called "Clear Voice" and I can set it to the maximum "6" .. I felt it makes the car sound much much clearer not boomy.
 
Thats what i´m realizing too. Some people can´t distinguish a V8 sportexhaust from a 4 cylinder or V10.

Example

and


they say both sound like V10. If you listen precisely you notice, that the corvette actually sounds like a modded V8 exhaust. True they sound similar, but not the same.
I've actually heard some corvettes in real life before sporting some aftermarket exaust (LG Motorsports I believe) with that exact sound.


EDIT: compare to that zr1 in the short part where she gives full trottle


Third one fixed. There's a much easier way you can embed videos.
 
I don't know wether this is a bug or due to PS3's small memory

But if you set say a race exhaust in your garage and go to the track, it will sound as it is, but if you change back to stock exhaust in the settings page while on the track screen, the sound won't change. And vice versa stock to race.

When you exit back out and then go back in the sound changes...
So it makes it hard to compare sounds :(

Do your exhaust changes from your garage. Press triangle on the car, select "tuning". Change the exhaust, then exit. Press triangle again and select "demo". Much faster that way. 👍
 
I think they do this to hide the fact they re use a lot of engine sounds. Unlike Forza the GT5 engine sounds are not all recorded seperatly from each car, they never did this in the past and they haven't done this with GT5 (why this is is a big mistery to me). What they have is a synthesizer that replicates the amount of cylinders, size of engine etc (with some ibput from people who can hear the real life sounds) so they can emulate a sound that represents the sound of the car, but will never be THE sound of the car when recordeing

This person ias correct.

Turn 10 in the Forza franchise and almost all the PC race game developers use actual sounds samples of the real engines that are then played at the correct RPM point in to the game managed by the simulaiton engine.

PD in the GT franchise seemed to have always used a synthesizer for their sounds. This is why so many sounds are like a hopped up 4 banger.
 
Maybe its me asking, but exactly how do you guys know this?
 
FM3 does have some good sound, but GT5 has better overall sound IMO. Some people don't care about replays but I love them and to here your car from replay mode in GT5 is heaven.
 
My Stealth 787B Showcase. It sounds better when I do the throttle blipping myself, which I did in a few spots :)

http://www.youtube.com/watch?v=dcuPmk6ZV2E
[YOUTUBEHD]dcuPmk6ZV2E[/YOUTUBEHD]

Quite a hard car to drive, too fast for me brain to process, plus I hate Le Mans, so hard to see and feel the apexes, a bit like Silverstone :schwitz:
I undergeared it I think, it should get close to 400kph with no chicanes

It sounds like the real thing, but a bit too distorted. PD are starting to copy Shift, distorting all the race cars sounds :(
It sounds like a post process function, so they could easily add a lesser distortion option...
A little bit helps to make things sound "louder", but they added to much IMO.
 
Maybe its me asking, but exactly how do you guys know this?

After Riding Spirits 2 for the PS2 released I read a whole article about the game using a synth to replicate actual engine sounds by calculating it's size, cilinders, and set up to come up with a "realistic" sounding engine without going through the trouble recording and then (which takes even more time) editing the samples in game.

The article stated GT4 used the same system to make the engine sounds in GT4, and as people know who have actually driven cars, we can tell they also did this with GT5 but with a more advanced synth, that's why it sounds better.... better those are not the sounds of the real cars.
Hear that McLaren F1 for example or any other car that matter really, they sound alright but they don't sound real at all.
That Viper ACR vid that was posted a few pages back, where everyone is raving about the sound..... has anyone ever heard a Viper? It sounds badass I agree, but it doesn't sound at all like a real Viper, sounds more like a big bore V8 with an open exhaust (but I can hear the monotone base synth sound in it). I can hear this because I worked a lot with synths myself and I know how capable they are.

To me this ruins the whole experience, especially knowing the cars don't sound like it.
 
You just can't record a cars soul.
A Maserati in the real world gives you that nice warm feeling.

Actually, you can. If you try GTL, rFactor or GTR2 with V8 muscle car mods you will see the lgith - audio sample car sounds are th eonly why to get earth shattering rumble.
 
But the worse way for the actual driver, gives no info..

? What gives no info?

Are you suggesting that audio sample sounds in a driving game give no auditory feedback to the driver as the performance/state of the car?

I am guessing then you have never actually played GTL or rFactor or GTR2?

I will post some HD replays tonight for youto see what a LeMans grid with a mix of 1960's and 1970's cars sounds like.

I think you may just end up swapping your PS3 for a decent PC, rFactor and the Power n Glory mod. :lol:
 
That approach kinda works if the game doesn't allow you to change things on the car, otherwise it's very limiting

PD did the drive bys on the Le Mans Mulsanne Straight pretty accurately
 
? What gives no info?

Are you suggesting that audio sample sounds in a driving game give no auditory feedback to the driver as the performance/state of the car?

I am guessing then you have never actually played GTL or rFactor or GTR2?

I will post some HD replays tonight for youto see what a LeMans grid with a mix of 1960's and 1970's cars sounds like.

I think you may just end up swapping your PS3 for a decent PC, rFactor and the Power n Glory mod. :lol:

I did actually, but stick with LFS all these years, partially for the synthetic engine sounds. It gives TONS more info since it's 'real-time' compared to samples that are glorified MP3 files.. If you never driven on a serious level any of those sims then you probably don't get what i'm talking about.
 
Just goes to show even if something its so obviously (beyond all doubt) to be better and has the numbers behind it, there will be somebody who goes completely against the grain. :indiff:

Sound and engines (in both sense of the word) need innovation for sure, but all we can do is look at what we have for now and what delivers the best experience for each of us. And no, I can't take the competitive audio argument seriously at all. The words; compromise and excuse, will go round in cycles if that happens.

Waiting to see where this discussion will go (once again).
 
That approach kinda works if the game doesn't allow you to change things on the car, otherwise it's very limiting

And again, someone with zero knowledge of or experience in programming and developing for game engines tries to comment on subjects best left to those that know.

It is 100% possible to use sample driven audio and still maitain ability to upgrade.

If you programatically assign sounds to a "stock" car, you can just as easily programatically assign sounds to modded parts.

How do I know this? Because I have done it. And thi sis a HOBBY level modder - a big budget house llike PD shoul dhave no excuses.


I did actually, but stick with LFS all these years, partially for the synthetic engine sounds. It gives TONS more info since it's 'real-time' compared to samples that are glorified MP3 files.. If you never driven on a serious level any of those sims then you probably don't get what i'm talking about.

Which just proves youhave no idea of the technology behind the game engines. It is a lot more than "glorified MP3 files" - and not only have I "driven" games on the PC and consoles at a "serious level", I have even worked on creating content for such games and drive at a "serious" hobby level in real life.

Here is a video of my work in project car - an C5 Z06 for rFactor. That is my 3D model and my physics files and edited sound recordings.



And here is my driving my realworld C5 Z06 trackday car at the same track as modelled in rFactor.
Clockwise


Counter-clockwise


What you should be taking away from these examples is that for a huge budget production GT has some pathetic sounds.
 
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