GT5 Sound Thread

  • Thread starter Marry_Me_GT
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I don't think the sound is at all tuneable, it's all lumped under "sound effects" in options so you're stuck with the mix PD have put in. This is something that many players would like to be able to do, that is tune the sound of each view to their liking. Honestly, this could well cover up some of the shortcomings, too.
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The trouble is, the interior is missing that incredible block sound, because PD don't take it into account for any car.

Sounds much more complicated than actually bothering to record the car sound first hand, for crying out loud the Team Total 908 is sponsored by PlayStation and GT5, I'm sure had they asked they could have got access to it,
But then it would be a bit much to expect PD to do the logical(proper) thing:ouch:
 
Sounds much more complicated than actually bothering to record the car sound first hand, for crying out loud the Team Total 908 is sponsored by PlayStation and GT5, I'm sure had they asked they could have got access to it,
But then it would be a bit much to expect PD to do the logical(proper) thing:ouch:

It's the same process they employ for all cars, except they're using recordings from a different car - this isn't unusual in GT-land, especially when talking about modified cars; in fact, it's the only way to get a modified sound for some cars. ;)

You're right though, they ought to have recorded them. I'm sure there's a reason they didn't, although I shan't try to justify it for them.
The Audi R10, for instance, is not right at all.

It really is staggering how "normal" a diesel can sound - take this two-stroke example, sounds like it's revving its nuts off! :P
If PD had used a sound from a lower rpm range, it might have worked better on the 908. But you still wouldn't get that fabulous interior sound, and that's difficult to record with a microphone alone.
 
It's the same process they employ for all cars, except they're using recordings from a different car - this isn't unusual in GT-land, especially when talking about modified cars; in fact, it's the only way to get a modified sound for some cars. ;)

You're right though, they ought to have recorded them. I'm sure there's a reason they didn't, although I shan't try to justify it for them.
The Audi R10, for instance, is not right at all.

It really is staggering how "normal" a diesel can sound - take this two-stroke example, sounds like it's revving its nuts off! :P
If PD had used a sound from a lower rpm range, it might have worked better on the 908. But you still wouldn't get that fabulous interior sound, and that's difficult to record with a microphone alone.

That diesel truck you linked could single-handedly cause global warming:dopey:

Mainly, the cars in GT5 sound pretty good in the mid-rpm range. It's at the higher and lower ranges where they start to suffer (take the Audi R8 for example).

The LFA sounds pretty spot-on IMO
 
They finally fixed that exhaust change at the track bug in v1.06!

•Corrected an issue where the sound effects would not change when replacing the exhaust system or turbo kit.


Now, I didn't know turbos changed the sounds :)
Whistle and blow off valves?
 
They finally fixed that exhaust change at the track bug in v1.06!

•Corrected an issue where the sound effects would not change when replacing the exhaust system or turbo kit.


Now, I didn't know turbos changed the sounds :)
Whistle and blow off valves?

In previous GTs, certain NA cars would sound very different with a turbo. I presume this has carried over, but I haven't bothered to look for it in GT5 yet. It's more a change in the "exhaust" sound (all three / four), as you'd expect from switching out the acoustically tuned NA manifold for a "just ram it in there" turbo one... :P
Oh, and all the associated turbo noises, too, of course.

Good that they've fixed the bug, though. Now PD, just give me intake sounds, please. :)
 
We will see, but if it's true (you cannot give any proof of the contrary), you will all have to eat your hat... ;-)
 
If you listen carefully, the sound samples in similar scenes and perspectives are always different. The car never sounds the same in any perspective and that could be a fact of a lot of different sound records overlayed here in the trailer.
 
Oh great, a partly pre-rendered trailer with overlayed sound samples....very comparable.

WOW! That's the first time I've ever seen a NFS trailer without noisy music or crashes! Now that's how you promote your games. Good job EA & SMS 👍

BTW, the sounds are dubbed but still great.
 
1.06 Patch

On the 1.06 Updates thread:
Besides the stated "Corrected an issue where the sound would not change when replacing the exhaust system or turbo kit."

I have noticed someone mentioned "improved sound" as part of that list but nothing specific.

Has anyone noticed any significant engine sound improvements post patch? (Will not get a change to play until work week is finished)
 
1.06 Patch

On the 1.06 Updates thread:
Besides the stated "Corrected an issue where the sound would not change when replacing the exhaust system or turbo kit."

I have noticed someone mentioned "improved sound" as part of that list but nothing specific.

Has anyone noticed any significant engine sound improvements post patch? (Will not get a change to play until work week is finished)

Nope, no significant sound improvements so far. If there would be, PD would have mentioned it in there list.
 
I found out that tranny sound is so loud even when you play with the ratios. Now I can't listen to my Mustang GT sound .... at all except for chase cam
 
You can if you record in an [WIKIPEDIA]anechoic chamber[/WIKIPEDIA]... :dopey:

I have recorded cars in the anechoic chamber at MIRA in the UK. Clean sound but very sterile.

Best is to mic them up and get them on a track, or even better an airfield/runway.
 
I have recorded cars in the anechoic chamber at MIRA in the UK. Clean sound but very sterile.

Best is to mic them up and get them on a track, or even better an airfield/runway.

Of course it's sterile - it's an anechoic chamber! :P

It's interesting none-the-less. Did you ever try hooking those recordings up to a mild reverb, or something? I reckon that's the way it should be done, using a different reverb profile allowing for (each area of) each track to sound different.

Recording the cars on track is still invaluable, as a target for the artists to reach by mixing and so on; although you have to capture the track ambience too, which I guess is why you mentioned an airfield. PD did this for a batch of cars sometime before GT4 was released, some at Motegi I believe.


To answer your question, I'm not an industry professional, but I do a lot of research - at least with what's freely available, and have dabbled in a few little sound projects over the years. :)
 
@CoolColJ,
I´m pretty sure that with a decent amp you might feel the sounds better overall. And loudness hasn´t much to do with sound quality.
I like how the cars sound in GT5 really well, though there have been others who perform on a quite high level. For example the cars within the Power&Glory mod for GTR2 are a blast to listen to. Just thinking of that specific "ringing" of that Vette vintage racecar, while banging through the gearbox..
 
There is something different about the sound. I can't exactly put my finger on it though. It does seem smoother and more defined somehow, like the mix has been fettled perhaps. Cars can be heard from further away, and the spatial separation appears better.

It's very subtle, though.
 
The sound is a little different through my rear speakers, I think your right mixing sounds a little better.

Edit: I'm definately hearing that whine a little louder in my 22B. Not the straight cut gearbox whine but that other whine that gets louder as you go faster, it's lower in pitch. I've heard it in some real cars aswell, but I dunno what it is, anyone know?
 
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The sound is a little different through my rear speakers, I think your right mixing sounds a little better.

Edit: I'm definately hearing that whine a little louder in my 22B. Not the straight cut gearbox whine but that other whine that gets louder as you go faster, it's lower in pitch. I've heard it in some real cars aswell, but I dunno what it is, anyone know?

Dodgy universal joints? :P
No idea, it could just be part of the engine noise. The gearbox sound is modeled for all cars, although it is very quiet normally. Using the H-pattern, it's easy to fudge a shift and hear the gearbox complain as it tries to take up the slack to 14 000 rpm... :scared:

If you've got a clutch, you can try it for yourself. Belt along on the rev-limiter in any gear, dip the clutch to let the revs drop fully, then re-engage and witness the complaining. :P
 
Yeah I have a clutch, the LFA annoys the hell out of me with the Straight cut gear box :lol:.

Actually I think it may be something to do with the gearbox, sort of like an automatic bus whine sound :lol:. But it's quite confusing hearing two whines at once
 
What we lack is wind, wheel and water sounds.
If a car goes 300km/h there should be windnoise and wheelnoise as much as enginesound. Above that we need cockpit sounds, the car sounds when going 300 kmh on uneven bumpy road.

If they want to make it more realistic then they should make the sound better. A weightreduced car should have more wind/wheel/engine sound especially if you strip soundisolation off the car.

Crash/grind sounds are lousy too as is when jumping or have too low ridehight.

Not much to add but fix this and its a new game!

(I like BF2 sounds! Drive a tank and its more accurate sound than GT5 ever is with all the ambient around it...fire it and it feels/sounds like you just let loose destruction upon the enemy!)
 
What we lack is wind, wheel and water sounds.
If a car goes 300km/h there should be windnoise and wheelnoise as much as enginesound. Above that we need cockpit sounds, the car sounds when going 300 kmh on uneven bumpy road.

If they want to make it more realistic then they should make the sound better. A weightreduced car should have more wind/wheel/engine sound especially if you strip soundisolation off the car.

Crash/grind sounds are lousy too as is when jumping or have too low ridehight.

I agree with you, sound is part of reality aswell as graphics. It sounds sterile at the moment, hopefully they will concentrate bit more on sound for GT6. I doubt they will though.
 
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