I've been quiet on this front for a while. Been trying to take in as much as I can, some of it is pretty disappointing and frustrating, I'll be honest, but there is a lot of potential still and steps have definitely been made (in other areas, too, not just sound.) It's a big post. I apologise!
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Basically, when it comes to general fidelity to a given car, GT5 is about the same consistency as GT4 - some are great, others are completely off the mark. That's the stock variations. Now, the tuned variations (something that has been present since the original game), or rather the sounds controlled solely by the exhaust mods (I'll get to that...) are even more hit and miss than the stock sounds, just like GT4 was.
The overall sound experience is far and away miles ahead of GT4. I put a race exhaust on my Gallardo to try to beef it up for a race I shouldn't have been using it for, and I nearly went deaf on the starting grid (I use headphones). It sounds pretty awesome at 200 mph going around the banks of Daytona, in replays. Not exactly what I'd "expect" a race-tuned Gallardo to sound like, but definitely impressive (in terms of impact.) Many other sounds posted here over the last week or so are similar in that respect.
Now, it is incredibly irksome that so many cars just don't sound right when they receive exhaust mods. Why oh why that S2000 sounded like a six is beyond me when, in GT4, it sounded great! On top of that, why is it only three exhaust mods that change the sound? What about the manifold? Why do all of the intake mods make absolutely no difference whatsoever? Given that the recordings of the "engine" are more mechanical than aerodynamic, so that classic intake honk we expect to be a part of the sound is just missing on most cars (it's kind of there in some) all we get is the radiator fan blaring at us from the front of the car, but a metallic screech from the exhaust! My Gallardo has some kind of concession to an intake noise, I think, but it is of totally the wrong tone and texture and sits under the mechanical part, and doesn't really gel with it.
Which brings me on to the synth. Yes, GT1 was fully synthetic in terms of engine sounds. Since GT2, though, we've been blessed with samples (GT2 had some of the best sound for its time). Sadly, nothing's really improved with the mods since GT2, which was a similar hotchpotch of mis-matched sounds, where most things tended to sound like a particularly beefy, non-howly RB26... Now, it's been mentioned that RAM is probably a huge limiting factor for GT5's sound. I would happen to agree, judging by what I've heard. There are too few samples and those that are present are too short for the higher RPMs, usually. That Cobra was what cemented it in my mind, too.
The synth, then, is likely still present to pad out the sound at the higher revs, using a preset texture. This works well for fours (no complaints, usually) and sixes etc. basically all classical Japanese cars, if I were to be a touch presumptuous.
The reason American V8s (or any crossplane V8) doesn't sound quite right is that each bank is uneven firing, which gives it that unique texture (a bit like some V4s, but more complex, in the same way that a Ferrari V8 sounds a bit like a straight four, but more complex.) If they could modify their synth to accommodate this, we'd be halfway there, I reckon.
I miss the wind noise and the muffling of the interior sound of GT3-GT5
, and am also incredibly wary of the trend to try to dirty up the samples - I remember thinking the GT40 in GT2 sounded ridiculous, but now most racing exhausts have that same recurring "dirt" feigning the desired effect. Granted, it's hard to introduce that kind of chaos using either looping samples or a clock-based method!
To top it all off, I decided (after hearing a particularly tasty TVR V8S) to pimp out my Griffith, which had been left bone-stock (as is now tradition). Every single one of the exhausts sounded rubbish, nothing like the Buick V8 should - though GT4 was the same. The stock sound is OK, it has the tone down, but not necessarily the texture and burble, nor the volume (it gets swamped by anything with a sports exhaust, which is not really how TVR ever did things!)
What I want to see is engine mods that affect the sound of the car, outside of simply changing the exhaust. Why does putting a race exhaust on an otherwise stock (and modern) car give it a loping / roving idle, when nothing else has been changed? I'd expect that to occur, given GT5's tuning model, if I'd applied one of the engine upgrades, not by removing silencers.
Additionally, these multi-layered sounds, which I first cottoned onto with the NASCAR cars, have to go. They just sound ridiculous, and it's hard to get a hold of what the engine's doing when they overlap at different speeds, forcing a look at the tacho. 👎
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That said, I am having far too much fun with the game!
Oh yeah, that Perkins / Kelly Commodore
must be running a flat-plane crank, and / or some fancy bundle-of-snakes exhaust...
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...
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Any chance you could point me in the right direction? I'm intrigued!
again, there is no "pause" "unpause" - it is one continuous sound stream with frequency and volume variations.. in short it is the SAME as your "synthesized" modelling, but instead of using a computer GENERATED buzz as the audio sample, it uses an actual sound recording.
Where are you getting this "pause" "unpause" nonsense from?
I think I'm right in saying that the samples are hard-swapped from on-load to off-load versions (not blended, like across the rpm) and they tend to "restart" when that happens, but I'm sure that's a software-level "decision" (repeatedly stab the throttle on and off, and it sounds quite funny!) That's my experience anyway, and seems to be exploited by modders for introducing the gear-change "wobble" of modern sequentials, such that it also wobbles every time you step on it, in exactly the same way
