GT5 Sound Thread

  • Thread starter Marry_Me_GT
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I've gone from using the cockpit as my primary perspective to using chase cam because of the changes in sound. Heck, I'll even use bumper cam sometimes now whereas before GT5 I was a staunch cockpit view only driver. I'm not complaining as each view has advantages. But, because sound is so important I would rather sit behind the car and enjoy the exhaust sounds.
 
Don't know if this was mentioned, but I bought the turbo upgrade for the 2 of the 3 classic lemans cars ( ferrari and jaguar) and it absolutely muted the cars engine. Completely. Luckily I could revert back, as the engine sounds previoulsy were fantastic

Any other cars that severely ruined by mods?
 
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Don't know if this was mentioned, but I bought the turbo upgrade for the 2 of the 3 classic lemans cars ( ferrari and jaguar) and it absolutely muted the cars engine. Completely. Luckily I could revert back, as the engine sounds previoulsy were fantastic

Any other cars that severely ruined by mods?

It's kinda realistic, turbos will muffle any car quite a bit and smooth out the sound :)
 
I really hate the 20k gearbox!! It makes every car sound horrible. I would be happy with standard box if i could adjust differential gear ratio on those.
 
I really hate the 20k gearbox!! It makes every car sound horrible. I would be happy with standard box if i could adjust differential gear ratio on those.

I felt that way until I watched a video posted somewhere on this thread a while back. About all I could hear was gear whine as the video was a race video in cockpit view. I don't know the track or the car in the video. But, it was awesome in spite of not hearing much from the motor. Now, when I hear gear whine in GT5 I think it sounds more normal.
 
I believe you are talking about this:



It's so much better and exciting to hear IRL, yet so annoying in games because no sim has proper transmission modelling to account for things like the warble, load and bumps, etc, to pass them onto the sound engine.

But for now, rFactor modders have managed to give you the best tranny-joy by far because these things are implemented into the sample to a very convincing standard.

 
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The microphone on that camera is making certain frequencies louder than they are in reality. If it was really that loud of a gear whine it would be extremely annoying to drive even with earplugs.
 
Whine is fine for race cars but not for street cars. There are also "customable" gearboxes that do not have straight cut gears that whine.(normal boxes use helical gears)
 
Upon first hearing that rFactor F430, I end up really struck by how it just sounds light years ahead of GT's sounds. There are so many more of the clunks and whirrs that make it sound like a real race car, not to mention that the engine sound itself is also very convincing. But there's a lot of reason to mitigate the positiveness of your first impression - for one thing, the PC has a lot more resources to play with than the PS3 does. For another, when you look a little harder, rFactor doesn't seem quite as impressive - as you maybe should expect from a video game, a lot of the effects end up sounding "canned" when you listen to two cars back-to-back like that, and there are other things like wind noise that probably should be a little more prominent. GT should perhaps get a little more credit than it does for its sounds (at least when egregiously incorrect results from exhaust modifications are thrown out), because they're really pretty complex, although the samples frequently leave one wanting. But ultimately, as many have lamented over the years, they just don't come across as sounding as visceral as they should, and maybe that's what really matters from a game, more even than accuracy. At any rate, that's what the general public's impression of the sounds will hinge on, so there's an economic incentive that PD seems to be ignoring - making the sounds flashier, if not necessarily improving their fidelity to real life, should at least marginally improve sales. :lol:
 
Well then I'll argue mostly the opposite of that. :sly:

rFactor should perhaps get a little more credit than it does for its sounds since this mod is done by people like you and me for free... They have made complex audio out of a very simple sound engine. GT on the other hand is very much lacking in complexity, and that is my judgement based on the end result, not by speculating what's under GT5's sound engine. It's canned effects vs nothing. There is no detail or complexity for this sound engine thought to be the best (here at GTP anyway). I have a solution though, there is a type of programming that GT5 should have been more than capable of doing if PD has the time, and it's called procedural generation, the lightest memory footprint of all. 👍

GT couldn't get it right with $60 million backing and there is evidence to suggest samples were ported all the way back from GT2! This is opposed to finding your own sources through what is essentially rummaging through a dustbin of videos to find that one good stretch of audio long enough to mix and equalise into a loop, 6 times to account for a complete set. I know where the points for effort are going. :)

One more point on this up-hill battle; I'm often dumb struck by how ludicrous and suborn some defence of GT has been of late, but I would like to know how one can differentiate between praising "correctly" muffled cockpit audio of "high quality" in GT5, opposed to naturally muffed cockpit audio of "youtube quality" in rFactor. Also, what happens if the sample was taken from high definition video recording? and please don't tell me this all boils down to the setting on your PS3 that says PCM 2.0.
 
rFactor sound is spot on - exactly like in real life. Not talking about how the Laguna Seca track is much more detailed than GT5 version. GT just lost it all in this generation.
 
Your comments are completely unnecessary other than calling people trolls or haters while never participating in a discussion yourself.

Well this post of yours proved my point.

The part I bolded was completely unnecessary and irrelevant (albeit true) to the thread and discussion.

And I only discuss when I have knowledge or experience on the subject, which, for most of the time, especially regarding programming and sounds and AI, is close to nothing. Unlike many others who just have nothing to do but bash a game which they didn't even play...

I'll be expecting a reply to this post anyways but I'm stating from now that I won't reply in return if you do. Just to prevent a subtopic within a topic and a flamewar

Back OT

Can somebody please upload a video where the turbo whine is audible?
 
rFactor sound is spot on - exactly like in real life. Not talking about how the Laguna Seca track is much more detailed than GT5 version. GT just lost it all in this generation.

bitrate for rFactor sound is way to horrible. Most of mods use youtube quality sounds.
 
rFactor sound is spot on - exactly like in real life. Not talking about how the Laguna Seca track is much more detailed than GT5 version. GT just lost it all in this generation.

No, it really doesn't. A lot of the mods sound like you're in the car without earplugs and helmet, which isn't realistic.

The track looked terrible too. There's no wall right next to the track on the left of the straightaway leading up to the Corkscrew. Speaking of the Corkscrew it was way too flat and the camber of some other corners wasn't close either.

bitrate for rFactor sound is way to horrible. Most of mods use youtube quality sounds.

Thank you! Cranking up rFactor on a hi fi system is an...unpleasant experience to say the least.
 
Anyone else having issues actually hearing the engine while driving in any view but chase on a MR or RR car?

I hate having to look at the RPM's to shift, driving me nuts, if you hit R1 to look back it's loud as hell, back to normal view, it's silent.........
 
Anyone else having issues actually hearing the engine while driving in any view but chase on a MR or RR car?

I hate having to look at the RPM's to shift, driving me nuts, if you hit R1 to look back it's loud as hell, back to normal view, it's silent.........

Something must be wrong with your sound setup.

I hear (5.1 system) in:

- bumper cam: engine, turbo/supercharger
- roof cam: engine, turbo/supercharger and a bit exhaust
- cockpit cam: engine, turbo/supercharger and a bit exhaust
- chase cam: exhaust
 
Something must be wrong with your sound setup.

I hear (5.1 system) in:

- bumper cam: engine, turbo/supercharger
- roof cam: engine, turbo/supercharger and a bit exhaust
- cockpit cam: engine, turbo/supercharger and a bit exhaust
- chase cam: exhaust

In what car?

I had a friend have the same problem I'm having....

Fiber to my Yamaha receiver out to my bose surround...

Forza works great lol GT not so much unless it's front engine vehicle....
 
In what car?

I had a friend have the same problem I'm having....

Fiber to my Yamaha receiver out to my bose surround...

Forza works great lol GT not so much unless it's front engine vehicle....

I would suggest you get your system set-up checked and how you have you GT5 audio options checked.

I run through a Denon receiver into a custom Monitor Audio 5.1 set-up (via HDMI using 7.1 PCM) and have a clear difference in sound between all the views and when looking around.

Even turning to the side if a car is alongside makes a noticeable difference.

The game is certainly capable of doing it, so something along the signal chain is out for you and your friend.


Scaff
 
https://www.gtplanet.net/forum/showthread.php?t=138545

Here's the issue:
If you are using a 2.1/2.0 audio system (stereo speakers (.1 stands for a subwoofer)

Go take a peek into the GT5 settings, go to the audio section and see what it's using at the top. If it says anything other than PCM 2.0 then that is your issue.

Exit the game, go into the PS3's main settings and find the Audio Output Settings then select everything under Linear PCM 2 Ch. and then uncheck everything else.

Problem solved.

**Note: this is only for 2.0 audio systems, but you should select the proper audio output format your surround receiver can handle as well, it is very important.

2.1 = FR FL SW
3.1 = FR C FL SW
5.1 = FR C FL RR RL SW
etc.
 
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