GT5 Sound Thread

  • Thread starter Marry_Me_GT
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I don't know if this was mentioned before or not, but why doesn't PD provide us with an audio setup option that will allow us to link, for example, chase camera sound to interior view, or roof camera sound to bumper view, and so on.
 
@CoolColJ, I can't view the videos from work. If you are referencing the AC Cobra (427 open top) then I must say this is one of my favorite cars for sound. I was afraid the upgraded version would go the way of the 4 cylinder cars. Nice surprise that it became a more raw meaty sound instead. It may not be true to real life as I have no reference point to judge against. But, I love listening to it run.
 
Does anyone of you know, that a sound in games has it´s own engine and if the engine isn´t best, you will not get any realistic sound.

Nearly every game fails in recreating realistic sounds. Never heard a simulation game, where cars sounds like real life (not even iRacing).

It is more important to have a suitable sound (stop argumenting with "real" or "realistic")

If a V8 has a character like a V8, everything should be fine.

But you are right, in GT5 a lot of sound does not fit to the cars.
 
Has anyone found a setting or setup that makes your engine volume louder and the other cars engines a little quieter? Right now the other cars engine's completely overwhelm everything.
 
Has anyone found a setting or setup that makes your engine volume louder and the other cars engines a little quieter? Right now the other cars engine's completely overwhelm everything.

Use a sports exhaust or greater, the other cars usually use at least a sports exhaust hence why they are louder, and you'll also note skid sounds will be much lower in volume when you use a race exhaust.

race exhaust are also louder than sports exhaust etc
Just like in the real world, exhaust volumes are relative - a nice touch
 
Use a sports exhaust or greater, the other cars usually use at least a sports exhaust hence why they are louder, and you'll also note skid sounds will be much lower in volume when you use a race exhaust.

race exhaust are also louder than sports exhaust etc
Just like in the real world, exhaust volumes are relative - a nice touch

Not even close. The volume of a full race mod 800HP+ engine is inaudible when within 30 yards of much lower power and smaller engine cars. It has nothing to do with the modeling of exhaust etc, it is just awful volume balancing that could be fixed with an additional slider of, "other car SFX" in the options menu.
 
For the love of all motorsport gods, PD please fix the BMW E92 M3 sound!

Compare these.

Real BMW E92 M3 onboard


rfactor BMW E92 M3 onboard (almost perfect)


GT5 BMW E92 M3 onboard (laughable)


Honestly. Please, do something.
Or was it because Mercedes is your main sponsor and one of their conditions was they wanted to sound all BMW crap?

Damn, no modding on the console.
If only this was a PC sim...


WOW, I am really really surprised about the greatness of the RFactor sounds. I know, I know the sound engine itself is propably crap and dear god the doppler effects in the replays are propably rubbish, but listen to that engine!

You get a little more of that intake rumble in the real M3 but otherwise it is pretty much spot on!!

Wow, imagine if GT had sounds like that coupled with the visual gloriousness of the premiums. Now THAT would be a great game!
 
Not even close. The volume of a full race mod 800HP+ engine is inaudible when within 30 yards of much lower power and smaller engine cars. It has nothing to do with the modeling of exhaust etc, it is just awful volume balancing that could be fixed with an additional slider of, "other car SFX" in the options menu.

Don't drive in the outside view then I guess, I haven't had any volume issues in any of cars so far, unless I'm driving a stock car

WOW, I am really really surprised about the greatness of the RFactor sounds. I know, I know the sound engine itself is propably crap and dear god the doppler effects in the replays are propably rubbish, but listen to that engine!

You get a little more of that intake rumble in the real M3 but otherwise it is pretty much spot on!!

Wow, imagine if GT had sounds like that coupled with the visual gloriousness of the premiums. Now THAT would be a great game!

Rfactor mods take their sounds from videos, not a surprise it sounds like said video :/

I dunno, I get the uncanny valley effect with Rfactor videos, the sound doesn't match the scene or what the car is doing :)
 
Yeah rFactor sounds are terrible quality. Like has been said over and over, they're taken from youtube videos so they're...youtube quality.

Turn it up on a hi fi system and you'll quickly notice how crappy they are.
 
I'm complaining because american V8's when tuned sound like Hondas. That's my problem.:ouch:

I bought a Camaro SS and was quite disappointed :indiff: . Are there any V8 cars that sound right? I haven't had the game as long as some of you and would like to know before I buy another premium V8.
 
I drive in cockpit view on all premiums and roof cam with all standards. I have a 5.1 setup, have tried ear phones, TV speakers, etc and all of them still have the same flaw in sound balance.
 
holy crap, the challenger doesn't even sound like a V8, in fact it doesn't sound like any noise i've ever heard. ZO6, ZR1 the Camaros also all don't even sound like V8's. '69 Z/28 is the only one of the bunch that actually sounds like a V8.
 
holy crap, the challenger doesn't even sound like a V8, in fact it doesn't sound like any noise i've ever heard. ZO6, ZR1 the Camaros also all don't even sound like V8's. '69 Z/28 is the only one of the bunch that actually sounds like a V8.

That is a let down for me, yes I know its small in the grand scheme of the game but I love American V8s. Its an affair that started when I got my 95 Z28 8 years ago. Well the JDM cars sound right, my B spec had my Maro and was running along side an RX7 and I could barely hear my car over his no matter what camera I chose.
 
Change the exhaust, some cars sound much better with a sports exhaust, ie the Monaro. Just as most cars in real life for that matter.
Makes it sound a bit like a V8 Supercar




I drive in cockpit view on all premiums and roof cam with all standards. I have a 5.1 setup, have tried ear phones, TV speakers, etc and all of them still have the same flaw in sound balance.

What sound setting are you using? I use small theatre and have no heard any major issues. Living room squashes all the sounds together. Large theatre is a lot more dynamic.
 
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I know it's not an ideal situation, to have to be tweaking settings in order to "improve" the experience, but it is important that your PS3's output settings and GT5's settings match, and that you select the correct dynamic range option for your system. Using anything other than "large theatre" compresses the dynamic range, for a more "flat" (volume-wise) soundscape, i.e. removing the large swings in volume as the car approaches the camera etc and "balancing" the volume of your car against louder cars around you.

The exhaust mods have default volume settings, it seems, so that all sports exhausts are slightly louder than all stock exhausts, and all race exhausts are slightly louder than semi-race etc. This causes problems with some cars which should be louder, even in stock form (my namesake, for example.)

I haven't noticed the sound change with engine upgrades, although that does move the engine's redline and rev limit, so the sound is bound to be different the higher up you go, I suppose!

The flanger / chorus effects are an interesting issue, that I think warrants special investigation (if I get around to it). I have heard similar effects on YouTube videos with exhaust "tests"; for example as the camera moves around from the side of the car to the rear, or from high-up to lower-down. This is probably due to the way the "visible" opening of the exhaust changes from an apparent ellipse to a circle, and vice-versa. In GT5, it's probably compounded by their simplistic (and disappointing) reverb which gives rise to that echo-y, chorus-y wash, best heard on monophonic, off-screen recordings of the multi-channel output.
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I'm glad that the Cobra has been improved, that's a good sign. I checked the credits and, as far as I could tell, only two people are responsible for the sounds! (As opposed to 50+ for the modeling...) So it is a bit of a task for them to get 1000+ cars fully realistic for all four exhausts (and NA / turbo, it seems - a "feature" that has been partly-present since GT2.)

So, aside from the completely wrong choices of library samples for modified exhausts on many cars (e.g. my Cappuccino loses its 3-cylinder vibe with a sports exhaust :grumpy:), I'm most disappointed with the tendency to ignore intake sounds. This would "fix" the McLaren F1 and the LFA (and many others), for example, in the "interior" views, where a whine tends to dominate. The emphasis on the whirring sounds of the engine is quite annoying; they must have recordings of the intake tract (I have to admit, though, that the bulk of the "engine" sounds are so devoid of any intake noise is testament to their recording technique, in terms of isolating the sounds they don't "want"). Whilst the volume of the engine whir is roughly constant for a given rpm, independant of throttle position, the intake volume is dependent on both; so we require that the intake use a separate channel, raising the required number of samples for a single car's "engine" from two to three, or from 32 to 48 for full grid, hence increasing the memory required, or decreasing the overall quality (sample length, bit-depth and audio sample rate.)

It's a touch tenuous, perhaps, that the reason we don't have intake sound is because the sound guys didn't want to compromise the mix by having the intake volume fixed against the block's "whirr" volume, (surely omitting intake altogether is a bigger compromise?!), especially when I consider my final bugbear.

That would be the extra "detail" that appears to be added to some cars sounds, especially when modified, that sort of overlap and intertwine with the existing sound in an incongruous manner, and only serve to spoil the sound for me (NASCAR cars, race-exhausted Gallardo, etc.) - this varies from car to car from a "growl" to some strange looping "dirt" or "fuzz" that, presumably is meant to add character, or depth to the sound. Since these sounds seem to loop at a different rate to the base sounds, either the base-loop is longer than necessary or there is an extra "channel" allocated for this detail. In the latter case, it's either synthesised by the SPUs, or it actually is another, separate sample loaded in memory.

I would like to know why they didn't use the extra overhead taken up for this "detail" to introduce the intake sound, i.e. something missing in the game from the actual sound, especially given they're introducing artificial detail that was never present in the first place (at least, it rarely resembles a sound I've heard a car make.)


Summary, for those that don't want to read my endless drivel :dopey:
  1. Lack of intake sound (esp. interior, and exterior views of the front of the car.)
  2. Completely inappropriate selection of samples used for many modified cars.
  3. Superfluous and ineffective artificial "detail" added to cars' sounds.
These things spoil the sound for me.
 
I have a 5.1 DD/DTS receiver connected to my PS3, but whenever i select "LARGE THEATER" i notice all in game sounds are reduced drastically and I have to turn the volume up on my receiver a lot more in order to hear anything. But when I switch down to small, the sound is nice and loud. Why is that?
 
I brought up the rfactor video with the M3 not because I am rfactor fan. In fact, I don't have rfactor. It was simply to demonstrate what a few modders are capable of. The M3 in GT5 sounds laughable. Like a smurf version of the real one. It's a shame...
 
I'm complaining because american V8's when tuned sound like Hondas. That's my problem.:ouch:

Then don't change the exhaust. 👍

I bought a Camaro SS and was quite disappointed :indiff: . Are there any V8 cars that sound right? I haven't had the game as long as some of you and would like to know before I buy another premium V8.

I don't know if they are correct to the car, but the AMG C-Class Premium sounds great with stock exhaust. The Mustang GT isn't half bad either, or the Standard Shelby GT-350 I bought last night.
 
I have a 5.1 DD/DTS receiver connected to my PS3, but whenever i select "LARGE THEATER" i notice all in game sounds are reduced drastically and I have to turn the volume up on my receiver a lot more in order to hear anything. But when I switch down to small, the sound is nice and loud. Why is that?

Google [WIKIPEDIA]dynamic range compression[/WIKIPEDIA]. What's happening here is a variation on that theme, where the quieter sounds are being boosted to match the loudest sounds, since on lesser listening hardware, the quieter sounds would either be lost in the louder ones, or they simply cannot handle the full dynamic range (quietest possible sound relative to the loudest possible sound they can produce, within the limits of distortion and noise). The problem with that is that you lose nuance (i.e. the lower-level details) which a mid-to-high-end system can more-or-less faithfully reproduce.

Basically, cars can be incredibly loud things, but you don't necessarily want that volume in your front room. GT5 gets round all of these issues by offering different dynamic range settings; the higher settings allowing a large difference in volume for cars further away, compared to those close-up - just as in real life. Try the exterior views with a race-exhaust now that you've turned your system up... ;)
 
I brought up the rfactor video with the M3 not because I am rfactor fan. In fact, I don't have rfactor. It was simply to demonstrate what a few modders are capable of. The M3 in GT5 sounds laughable. Like a smurf version of the real one. It's a shame...

Isn't that the same M3 that was actually a standalone demo of the M3 with the Nurburging GP track by Blimey (ex Simbin members who later became the team that did NFS Shift?) that was then converted to other platforms like GTR2 and Rfactor?
 
The flanger / chorus effects are an interesting issue, that I think warrants special investigation (if I get around to it). I have heard similar effects on YouTube videos with exhaust "tests"; for example as the camera moves around from the side of the car to the rear, or from high-up to lower-down. This is probably due to the way the "visible" opening of the exhaust changes from an apparent ellipse to a circle, and vice-versa. In GT5, it's probably compounded by their simplistic (and disappointing) reverb which gives rise to that echo-y, chorus-y wash, best heard on monophonic, off-screen recordings of the multi-channel output.

I've narrowed it down to the echo/delay they use to generate the reverb effects. On some tracks you'll hear the echo as almost as loud as the dry signal, hence why you get 2 copies of the sound and then flanging :ill:
 
I've narrowed it down to the echo/delay they use to generate the reverb effects. On some tracks you'll hear the echo as almost as loud as the dry signal, hence why you get 2 copies of the sound and then flanging :ill:

Yeah, it seems to be a basic echo, as opposed to a more natural, "diffuse" reverb, which of course is (can be?) more expensive in real-time...
But even then, it can be tricky to avoid the effect, given you are still using an exact copy of the sound to generate the reverb.

The exhaust tips do a similar phasing / flanging as the viewpoint changes (best heard close-up on dry-sounding cars, like the GTR), which, as I alluded to in my previous post, is fairly realistic.

That being said, I also remember a YouTube video of an ACR Viper "phasing" as it drove around a corner in the middle distance (from the camera), possibly caused by the interaction of reverb elements from the wooded surroundings; so perhaps in some cases it is "realistic" - even if it can be off-putting in GT5 :P
 
I've narrowed it down to the echo/delay they use to generate the reverb effects. On some tracks you'll hear the echo as almost as loud as the dry signal, hence why you get 2 copies of the sound and then flanging :ill:

Another flaw in the sound system. On some tracks the car sounds like it is driving in an empty room.
 
Isn't that the same M3 that was actually a standalone demo of the M3 with the Nurburging GP track by Blimey (ex Simbin members who later became the team that did NFS Shift?) that was then converted to other platforms like GTR2 and Rfactor?

This is correct, the M3 was recorded in real life and put into ISI's "simple" sound engine and sounds the way it does, like it comes from a youtube video...

Seriously, I hope some people enjoy eating their words.
Although it only seems to be a few names that pop up every so often to hate on rFactor before disappearing below the horizon again.

I dunno, I get the uncanny valley effect with Rfactor videos, the sound doesn't match the scene or what the car is doing :)

Engines are mechanical instruments, throttle response isn't 1:1, fluids flow, spark plugs ignite. They are not keyboards to generate flat response or perfectly synthesized notes from. I can only say that you may a have a case of GT synth addiction. I.e. your ears have grown accustomed to one methodology so anything else sounds wrong. I have grown accustomed to wave-table methodology, so GT5 sound naturally bewilders me, but I'm opened minded to a hybrid and new ideas. After-all, GT5 does have a radically different audio engine and artist direction from every other car simulator.

and with that, I'll be retreating to my hole too.

P.S. Community must be pleased with the good news about the Veyron! (standard to premium treatment)
 
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This is correct, the M3 was recorded in real life and put into ISI's "simple" sound engine and sounds the way it does, like it comes from a youtube video...

Seriously, I hope some people enjoy eating their words.
Although it only seems to be a few names that pop up every so often to hate on rFactor before disappearing below the horizon again.

and with that, I'll be retreating to my hole too.

P.S. Community must be pleased with the good news about the Veyron! (standard -> premium treatment)

I assume we're all referring to this post.

Notice how the top video is almost entirely intake noise (you can hear the engine whizzing away on the offload sections, so the microphone might be under the bonnet.)
We know GT's sound guys are a bit shy when it comes to the intake, and that's why this M3 (and many other cars) sounds so terrible in interior views. BMWs tend to have quite prominent intake roars (perhaps the intake is less strictly regulated, compared with exhausts, for loudness?) so they would suffer more as a result of the missing intake sound in the game, compared to some other cars. The missing "VTEC sound", for instance, is best conveyed in the interior by the change in intake noise (especially with the B-series engines).
The samples used on the M3 in rFactor are great, much better than your average mod (which tend to use freely available recordings to sample from, e.g. YouTube videos) - and if it is indeed a direct port from that M3 game, then it makes sense. I've said this before, my favourite car in GTR2 was the Morgan Aero 8, simply for its sound - that had great samples, too.

I have high hopes for rFactor 2.

EDIT: foiled by ninja edit...
 
Engines are mechanical instruments, throttle response isn't 1:1, fluids flow, spark plugs ignite. They are not keyboards to generate flat response or perfectly synthesized notes from. I can only say that you may a have a case of GT synth addiction. I.e. your ears have grown accustomed to one methodology so anything else sounds wrong. I have grown accustomed to wave-table methodology, so GT5 sound naturally bewilders me, but I'm opened minded to a hybrid and new ideas. After-all, GT5 does have a radically different audio engine and artist direction from every other car simulator.

and with that, I'll be retreating to my hole too.

P.S. Community must be pleased with the good news about the Veyron! (standard to premium treatment)

I dunno I'm hearing all the crappy pitch shifting I hear in GT sound in R-factor sound too, but with also the stepped glitches that ISI sound engine has.

GT games are on systems that have very little ram compared to PC games, so they obviously don't take the same approach.
GT5 left out headtracking in GT Life mode because there wasn't enough ram, so you can tell they have to budget everything down as tight as possible, 256 megs of system ram can only take you so far (50+ reserved for the OS) something PC mods don't really need to care about
 
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