GT5 Sound Thread

  • Thread starter Marry_Me_GT
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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!)

Shooters nowadays are really focusing on sound, which is a good thing. It's still more Hollywood than the real deal (as far as my experience allows...) but it's a step in the right direction.

As for the wind road and water noises, I agree. Prologue's wind and tyre noise was OK, the TT demo improved on that, but GT5 has had it dumbed right down. I noticed yesterday that the external sounds of cars in the rain seems to have been improved although I'm not 100% on that one.

I'm right with you on the chassis and cabin transmitting noises of bumps etc in the road. GT5 already sort of does this, but only if the wheels leave the ground. Combine this with the natural vibration of the engine, and it'll be stellar!
 
I'm happy to report that the channel balance issue has been fixed with patch 1.06. Before, the sound in cockpit view always was a little louder on one stereo channel depending on your seating position. With the latest patch they have unified the volume on both channels.

This can easily be tested with looking back when in cockpit view. The look through the rear window is always centered (with few exceptions), so the sound will be centered as well. Before there was a distinct difference in the channel balance between the front and back view, now there isn't.
 
How many of you guys are using a subwoofer!?

Engines in GT5 (and in real life by the way :P) produces a lot of low frequency sound, which would be unfortunate to miss.
 
...
(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!)

Here are two examples of selfrecorded Sounds for a British Challenger MBT and a Warrior I did for a BF2 mod called Project Reality. The ingame sounds are taken from the Editor. Keep in mind this is done with the 6 Year old Battlefield 2 Engine.
You see, recording and reproducing engine noises in a half decent way isn´t that hard to do. So where is the problem at PD´s sounddepartment???






For comparison, an original recording of a CR2 drive by. Watch in HD and crank your volume up for the real deal... ;) (There is no volume compressor used in this vid on purpose! ;) )

 
Here are two examples of selfrecorded Sounds for a British Challenger MBT and a Warrior I did for a BF2 mod called Project Reality. The ingame sounds are taken from the Editor. Keep in mind this is done with the 6 Year old Battlefield 2 Engine.
You see, recording and reproducing engine noises in a half decent way isn´t that hard to do. So where is the problem at PD´s sounddepartment???

[BF2 Challenger]

[BF2 Warrior]

For comparison, an original recording of a CR2 drive by. Watch in HD and crank your volume up for the real deal... ;) (There is no volume compressor used in this vid on purpose! ;) )

[Real Challenger]

They're very good, the Challenger in particular (the Warrior is showing a lot of obvious pitch bending and looping). But all it does is give the overall tone and texture, it doesn't actually convey any of the dynamics - but you're working within the limitations of classic sound instancing. As for BF2 being six years old, don't be fooled into thinking that makes any difference. A slow-moving, low-rev-range vehicle like that is not going to get much attention, and it will be done in exactly the same way today by using only a handful (a pair?) of loops - maybe more, but the approach won't change, which is the crucial point.

The problem with PD is that there are too many cars and not enough sound artists, coupled with them not having enough reference material, especially for tuned cars. Add to that some very odd practices of sample mixing, and we end up where we are.
 
What happened to the tyre sounds post v1.06?
I can't hear any :(


edit - no tyres noises when I did the latest bonus events
 
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GT sound has always been very sterile and robotic. GT5 is much the same.
None of the cars pop or crackle, the induction noises are weak. Some of the exhausts sound cool from outside the car at certain revs, but that's about as good as it get.
 
damn damn damn...

i was just testing standard jaguars note (probably best in GT5) and there was a " PING" and ps3 switch off..

I turn it again.. gues what... y l o d..

I'm sorry Type S jag to call you most horrible sound off all cars in GT5... please fix my ps3 now..
 
I made a vid with GT5 turbocharge, transmission (stock) and blow off sound.



The best turbosounds in a videogame i have heard was NFS Most wanted. (yeah was actually the last NFS game i bought)
 
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. :)

Only just getting back to this, yes sterile indeed. But no surface, stone pings, wind noise etc... but I'd prefer to cope with all that and get a more natural sound.

No, never put reverb on those engines recorded at MIRA, just the in-game reverb - this was way back though for 'Juiced' and playback of said engines was more of an issue then.

What you really need though is a magic floating mic about 20 feet away from the exhaust, so as not to sound so close mic'ed. :)

Getting back to GT, they might have recorded at Motegi in the past - but I was dismayed to see them recording a car static revving in a youtube clip (which I can't find).
 
I made a vid with GT5 turbocharge, transmission (stock) and blow off sound.



The best turbosounds in a videogame i have heard was NFS Most wanted. (yeah was actually the last NFS game i bought)


The Gallardo sounds more realistic in Shift2 as well
 
Only just getting back to this, yes sterile indeed. But no surface, stone pings, wind noise etc... but I'd prefer to cope with all that and get a more natural sound.

No, never put reverb on those engines recorded at MIRA, just the in-game reverb - this was way back though for 'Juiced' and playback of said engines was more of an issue then.

What you really need though is a magic floating mic about 20 feet away from the exhaust, so as not to sound so close mic'ed. :)

Getting back to GT, they might have recorded at Motegi in the past - but I was dismayed to see them recording a car static revving in a youtube clip (which I can't find).

Oh yeah, I meant in-game reverb - Forza (I think 3) uses staticly 'verbed samples, and that, coupled with the "close-mic'd" effect you mentioned, does make them "pop" in a distracting manner, to my ears at least.
This is why I think the in-game audio engine should be able to account for the differences of the sound close up vs. far away (high dynamic range), and all the extra incidental stuff on top. A wide array of recordings should be used as references now, not just played back in the game with minor, "offline" fettling.

That clip of the car revving up being recorded, if it's the same one I'm thinking of, was at the same session at Motegi, only they recorded them statically in the paddock as well as on-track - one set for manipulation, another for reference, possibly?
 
Oh yeah, I meant in-game reverb - Forza (I think 3) uses staticly 'verbed samples, and that, coupled with the "close-mic'd" effect you mentioned, does make them "pop" in a distracting manner, to my ears at least.
This is why I think the in-game audio engine should be able to account for the differences of the sound close up vs. far away (high dynamic range), and all the extra incidental stuff on top. A wide array of recordings should be used as references now, not just played back in the game with minor, "offline" fettling.

That clip of the car revving up being recorded, if it's the same one I'm thinking of, was at the same session at Motegi, only they recorded them statically in the paddock as well as on-track - one set for manipulation, another for reference, possibly?

I'm afraid I have never played Forza (PS3 only here) but I should, I guess if only for research.

As for recording static - I fear this is why we sometimes get poor engines in GT... no engine load, but much easier to do than a moving vehicle. It's easier to get loops from held RPM than it is to extract from on-board recording, so I suspect the on-board was the reference. Shame.

I wish we could record cars at varying distances/loading (throttle) across the entire RPM. Distance can be faked with DSP, but load is far harder. Still, even if we could, it would be many MB of data.

Dirt 3 has a nice 'reverb' solution, (can't reveal the secret) Hope you get to check it out.
 
hi. i'm planning to buy gt5 but i'm very particular about engine sounds. after all the patches or updates, has there been a major improvement about engine sounds? can't get that electric toothbrush sound of the audi R8 on youtube.
 
Sventhedog
hi. i'm planning to buy gt5 but i'm very particular about engine sounds. after all the patches or updates, has there been a major improvement about engine sounds? can't get that electric toothbrush sound of the audi R8 on youtube.

Only very few cars sound good in GT5, but more than 80% sound like vacuum cleaners.
 
hi. i'm planning to buy gt5 but i'm very particular about engine sounds. after all the patches or updates, has there been a major improvement about engine sounds? can't get that electric toothbrush sound of the audi R8 on youtube.

Most cars sound OK stock, although most are missing intake sound so the interior / "bumper" view can be a bit thin sounding (often there's lots of whirring from the "engine", which I presume is where the "vacuum cleaner" comments come from). Chase view is usually excellent, for a stock car.

Once you start upgrading the exhaust parts, all bets are off. Just like it was with every GT game before. If you don't upgrade those parts, your car will sound very quiet compared to opponents who have upgraded.

I'm very particular about sound, too, but I think the game is enough fun that my disappointment with the engine / exhaust sounds doesn't detract too much from the overall "experience".
Don't forget that the game uses different mixes for surround and stereo, and it's important to use the right one. E.g. if you have it set to 5.1 but only have stereo speakers, you'll be missing everything that comes from behind (i.e. exhaust, leaving you with all that whirring!)
 
Most cars sound OK stock, although most are missing intake sound so the interior / "bumper" view can be a bit thin sounding (often there's lots of whirring from the "engine", which I presume is where the "vacuum cleaner" comments come from). Chase view is usually excellent, for a stock car.

Once you start upgrading the exhaust parts, all bets are off. Just like it was with every GT game before. If you don't upgrade those parts, your car will sound very quiet compared to opponents who have upgraded.

I'm very particular about sound, too, but I think the game is enough fun that my disappointment with the engine / exhaust sounds doesn't detract too much from the overall "experience".
Don't forget that the game uses different mixes for surround and stereo, and it's important to use the right one. E.g. if you have it set to 5.1 but only have stereo speakers, you'll be missing everything that comes from behind (i.e. exhaust, leaving you with all that whirring!)

thanks for the info. i was kind of torn between if i should get the game or just brush my teeth.

so they haven't improved the sound after all the patch and updates? have they?

so if this is the case. why did they have bad reviews in terms of sounds?
 
thanks for the info. i was kind of torn between if i should get the game or just brush my teeth.

so they haven't improved the sound after all the patch and updates? have they?

so if this is the case. why did they have bad reviews in terms of sounds?

There have been a few tweaks to individual cars' stock sounds with some of the updates, at least as far as members here have been able to discern - there are a few examples earlier in this thread. The general sound balance in replays etc. has also been tweaked more recently.

But no, there has been no massive improvement overall to the accuracy of engine sounds, especially the tuned sounds. I don't know where or why GT5 got bad reviews (I never read any) for its sound, but it's probably because it's not quite like NFS or Forza.
 
After the brutal, visceral, raw racing noise you get in Shift 2 there's no going back to GT. Everything is so dull and subdued in GT that you'd almost think PD were making a tool for meditation rather than a racing game.
 

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