GT5 Sound Thread

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Google [WIKIPEDIA]dynamic range compression[/WIKIPEDIA]. What's happening here is a variation on that theme...

Thats exactly it, even when the car revs higher and should get louder it doesnt, it has noticeable compression. So you're saying Large Theatre is the one that is "full range"? I remember that one sounding best also in GT5P.
 
Thats exactly it, even when the car revs higher and should get louder it doesnt, it has noticeable compression. So you're saying Large Theatre is the one that is "full range"? I remember that one sounding best also in GT5P.

"Large theatre" seems to be uncompressed (it's definitely the "widest" setting), but, be warned, the volume changes are very dramatic! :dopey:
 
I've come across some weird glitch, or audio weirdo....

When you bang the limiter in first gear the sound is high pitched and glitchy, like it's looping really fast. Then every higher gear you do this, the rev limiter sound is lower in pitch and "bangs" against the limiter slower...

Really strange, I'll post a video. I first noticed it on a Veyron, but all the cars have it I'm sure, I've heard it on my Stealth 787B
 
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I've come across some weird glitch, or audio weirdo....

When you bang the limiter in first gear the sound is high pitched and glitchy, like it's looping really fast. Then every higher gear you do this, the rev limiter sound is lower in pitch and "bangs" against the limiter slower...

Really strange, I'll post a video. I first noticed it on a Veyron, but all the cars have it I'm sure, I've heard it on my Stealth 787B

I suppose the progressively slower rev limiter bounce is linked to the gear ratios, road speed and hence acceleration rate of the driven wheels. Pretty sure I've heard this in vids and in real life on certain cars, though I don't know if it's realistic across the board.

Interested in the glitchy sound, though.
 
I suppose the progressively slower rev limiter bounce is linked to the gear ratios, road speed and hence acceleration rate of the driven wheels. Pretty sure I've heard this in vids and in real life on certain cars, though I don't know if it's realistic across the board.

Interested in the glitchy sound, though.

You can hear it in the 787B video here, when I launch and bang the limiter, in both the gameplay and replay, much worse in replay though
Gets all squeaky at 1:20



LFA winding down the gears, listen to the rev limiter - sounds weird to me
Changing pitches
 
In the case of the 787B, I think it's made worse by the way the sample changes at and above 9000 rpm. That's a good example of the artifical detail I was lamenting before. I don't know if perhaps the on-power sound is restarted everytime the throttle is re-applied, so that the loop becomes tiny (because it's constantly being restarted). That would change the timbre of the overall sound quite dramatically (if you're familiar with Reason's grain table synthesiser, then it's a similar thing to varying starting position of the loop, as opposed to changing the loop length; both of which you could probably do with a quality sampler, too.)

The main thing that is missing is really the accompanying sound effects associated with ignition and / or fuel cut.
The latter is used by most diesels, which as you may know, don't tend to bounce; but that's probably more to do with the controllability of their injectors.
Then again, this is very similar... compared to the usual stock type.
Typical rev limiters seem to be very coarse-grained, in that they let the revs drop a lot before re-engaging the ignition and fuel systems, and GT5 seems to use the same idea, as opposed to the smooth fuel-cut type on modern diesels.

I also found this, which just about shows how the rev limiting "bounces" slower in a higher gear. Just.
 
I also found this, which just about shows how the rev limiting "bounces" slower in a higher gear. Just.

That video does show it a little. Wonder if anyone wants to wind out each gear in real life to test it :sly:


--

I haven't driven my MX-5 in a while, and I decided to tune it and dress it up a bit today, and I do like the sound of it. Sporting a Semi-racing exhaust and mid range turbo here.
It's one of the few cars in GT5 that doesn't have different sound for intake and exhaust, at least I can't hear much sound change from the different viewpoints or any mixing going on. Which might actually make it all the better.... It also has more organic sounding shifts and downshifts, even some warble

Or it could be because it's an open top convertible :)

http://www.youtube.com/watch?v=TkPZHAm8yUg
 
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So I have a major concern about this bizzare noise I keep hearing. I have experienced this on many tracks, if not all, usually driving High end cars like the Ferrari 458, Gallardo, NSX-R.

I enjoy the sounds of the engine and tires, so I have BGM turned off. Best I can describe is, its kind of like a "Howling/Echo". Another analogy would be the sound of a boat idiling its engine in a marina, as if the water is getting pumped through the engine.

Yet another analogy would be the sound of a Hellicopter turbine. The noise is extremely prominent as you get on/off the accelerator and on long straights, come to think of its pretty much everywhere on any given track. Originally I thought this was the sound the exhaust but its not and quite frankly I am playing the game on mute because this echoing effect is driving me nuts.

I never experienced this issue in GT5 Prologue. Anybody experiencing this issue as well? I think I need to take a video to show you people what I am talking about.
 
It's due to the flanging effect from the echo system in the game.
Making a 2nd delayed copy of the sound to simulate reverb
 
It's due to the flanging effect from the echo system in the game.
Making a 2nd delayed copy of the sound to simulate reverb

That reminds me. I was messing about on the Nürburgring yesterday, and took the LP400 Countach out (great car!) and tested it's horn (weird, delayed two-tone) and noticed the reverb on the circuit. It's actually quite detailed, but is very very quiet. You can only hear it on external views, and when the engine has stopped (stupid clutch bug).

I wonder, then, if on some tracks, the reverb really is just a simple echo (e.g. Daytona) and on others it is more diffuse and natural sounding. The Nürburgring definitely had multiple "taps" to the reverb, but it was so quiet.
 
Sorry if this has already been covered as I have not read all 219 pages in this thread, but is anyone else's subwoofer not working in DTS 5.1 or Dolby Digital 5.1? My searches came back with no solutions. Heck, my sub doesn't work in GT5 on any setting at all. Then when I go back to my music library in XMB my sub works fine, naturally. Ugh.
 
You can hear it in the 787B video here, when I launch and bang the limiter, in both the gameplay and replay, much worse in replay though
Gets all squeaky at 1:20



LFA winding down the gears, listen to the rev limiter - sounds weird to me
Changing pitches


That LFA is fine...that's what happens in real life.
 
That reminds me. I was messing about on the Nürburgring yesterday, and took the LP400 Countach out (great car!) and tested it's horn (weird, delayed two-tone) and noticed the reverb on the circuit. It's actually quite detailed, but is very very quiet. You can only hear it on external views, and when the engine has stopped (stupid clutch bug).

I wonder, then, if on some tracks, the reverb really is just a simple echo (e.g. Daytona) and on others it is more diffuse and natural sounding. The Nürburgring definitely had multiple "taps" to the reverb, but it was so quiet.

Some tracks have a slap back echo, where you hear a distinct echo. Others are smoother.
On Fuji it's also more diffuse, but you can hear some interference with original sound. Listen to 2:00 onwards. Some chorusing/flanging effects there. In real life, when you drive past the main stadium at Fuji, there should be a pretty massive reverb effect

 
BTW in the first video, I noticed a significant delay between when the car hits the wall and when you hear the impact sound.....
 
The most annoying thing about the sounds, is when you for example lay your car on the fence, or a wall, and stop it there.. it will make constant bangs like someone is panickly banging in the trunk :D What's up with that?
 
The most annoying thing about the sounds, is when you for example lay your car on the fence, or a wall, and stop it there.. it will make constant bangs like someone is panickly banging in the trunk :D What's up with that?

Well... let Kaz out of your trunk. :)
 
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...


hehe I too ahem...borrowed:sly: the samples from the M3 standalone game while I was doing sound modding for TDU, although I chose the exterior samples(in M3 game, there are two sets of samples,ie. interior and exterior) for the basis of my sound since I always used the hood view where there is no cabin muffling of the sound obviously. It turned out pretty realistically, and might I add quite satisfactory.:D
 
If this was a PC game I would change almost every sound. They're nearly all awful. My Corvette ZR1 RM makes my blood boil every time I drive it. It's allegedly got a 7 litre, nearly 900bhp V8 up front, but it sounds like Honda Civic with a big exhaust. My fully tuned Ferrari 458 sounds like a washing machine, ditto my tuned E92 M3. The sounds are absolutely awful, almost without question, and always have been in GT games.
 
If this was a PC game I would change almost every sound. They're nearly all awful. My Corvette ZR1 RM makes my blood boil every time I drive it. It's allegedly got a 7 litre, nearly 900bhp V8 up front, but it sounds like Honda Civic with a big exhaust. My fully tuned Ferrari 458 sounds like a washing machine, ditto my tuned E92 M3. The sounds are absolutely awful, almost without question, and always have been in GT games.

The Vettes and LS engine Camaros all sound very similar, I can't understand why they can't even get close to getting one of them correct.
 
BTW in the first video, I noticed a significant delay between when the car hits the wall and when you hear the impact sound.....

You get that with all sounds from the car, simulating the transmission delay through the air. Watch the car accelerate and change gear, but hear the delay on getting back on the power - you'll see it squat before you hear it take off again!
I quite like it, and it was already present in Prologue.

I've also been thinking about the reverb sounds again. It seems the volume of the reverb scales with the volume of the car itself (due to range, not just throttle position etc.) whereas it should be almost independent, assuming the car and listener are in the same listening space (i.e. not shielded by a few miles of trees, as is possible on the Nürburgring.) There should be a "global" set of channels for reverb, that is set according to the environment the listener is in, and all cars within that environment contribute to the (directional) array of reverb channels which are heard independently of the sources (cars).
The drawback to this is that it probably won't like sudden changes in viewpoints (and might be why it does scale with range), but they already handle the (above) delay mechanisms very well during camera changes in replays, for example (no doubt using some kind of trick).

The most annoying thing about the sounds, is when you for example lay your car on the fence, or a wall, and stop it there.. it will make constant bangs like someone is panickly banging in the trunk :D What's up with that?

That repeated banging is a classic instability with collision physics in almost all games - it can be tweaked out, but I'm sure it's tricky without enforcing some strict rules on stopping motion / interaction after a preset time, e.g. the Source engine's implementation of Havok - this is not really plausible in a racing game, though! Except the cones, maybe. It's annoying, yes - prior versions of GT never did it (except for car-on-car, but that's different), but then prior versions all had terrible collision physics! ;)
 
Oh no! PD changed the LFA stock sound with the v1.05 patch......!!!!

The stock sound was great before, I always prefered it to the other exhaust sounds, but they fiddled with it and it sounds too chipmunked and high pitched now :(
 
Hmmm they changed a lot of things, which they didn't mention in the change log in v1.05....such as the LFA sound

New sound, plus the track physics have changed too, moving the car around alot more at high speed. It actually goes airbourne in one spot!
There are some glitches of the rev limiter sound in the first 2 gears in the replay shown, but during gameplay I didn't hear them - odd
New sound is better, now that I'm over the shock :)
http://www.youtube.com/watch?v=tGisXx-DaxY


Old sound - lucky I happen to record it the other day :)
http://www.youtube.com/watch?v=Xg3c-grhQvU



Also GT-R sound has changed as well....
 
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