GT5 Sound Thread

  • Thread starter Marry_Me_GT
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Ferrari didn't tune the Enzo to sound like 312 F1. When Ferrari S.p.a. tuned the Enzo they called it FXX and a real FXX sounds like that. Like it or not.
A developer like PD should at least try to simulate the real thing, it's a "Driving Simulator" after all, their words. So it makes no sense saying "I want the car sound like this or that" these cars should sound like in real life, Period. What if someone else say "I want a Corvette to sound like a Nissan Micra", no sense really.

Indeed, driving simulator, it's supposed to simulate how the cars drive, which it does preety well, with premiums and standards. And that's what's more important. The sounds are relevant, yes, but they already are quite close to the real sounds. PD gave priority to how the cars handle and I'm very happy with that.
Let's just hope on the next patches to come, PD will give a better treatment to the sounds.
 
Indeed, driving simulator, it's supposed to simulate how the cars drive, which it does preety well, with premiums and standards. And that's what's more important. The sounds are relevant, yes, but they already are quite close to the real sounds. PD gave priority to how the cars handle and I'm very happy with that.
Let's just hope on the next patches to come, PD will give a better treatment to the sounds.
If you simulate a car in a professional way, you can have all the priorites you want but you should still deliver the whole package. When you simulate a car, you simulate the whole car, not only the physics or the way it looks. GT is not yet a complete "Driving Simulator". Sound is their main weakness and sound play a big role on cars enthusiasts. And no, some sounds are not "quite close" at all, expecially some of their biggest brands.
 
If you simulate a car in a professional way, you can have all the priorites you want but you should still deliver the whole package. When you simulate a car, you simulate the whole car, not only the physics or the way it looks. GT is not yet a complete "Driving Simulator". Sound is their main weakness and sound play a big role on cars enthusiasts. And no, some sounds are not "quite close" at all, expecially some of their biggest brands.

Some aren't, I must admit. That's why I'm of the oppinion PD better focus on the sounds on the next patches since the driving feel is good already. A lot of my favourites sound off, but some others, though somewhat half assed, sound close to their real counterpart.

Edit: I have already compared some sounds with videos of cars with stock exhaust and some are really close. There are some wierd sound frequencies on the game sounds, specially when the cars are moving, but ya, they're close.
 
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Ferrari didn't tune the Enzo to sound like 312 F1. When Ferrari S.p.a. tuned the Enzo they called it FXX and a real FXX sounds like that. Like it or not.
A developer like PD should at least try to simulate the real thing, it's a "Driving Simulator" after all, their words. So it makes no sense saying "I want the car sound like this or that" these cars should sound like in real life, Period. What if someone else say "I want a Corvette to sound like a Nissan Micra", no sense really.

I think you're being a little close-minded. The system I described caters for your "needs", too. :)

You could, with relatively little difficulty, make a Corvette sound like a Nissan Micra, by the way. Of course, that rather depends on the Micra.
Remember that the 599 and Enzo come close to that famed 312 sound totally stock (after all, it is somewhat of a Ferrari signature), and you'll see I'm not a total moron.
 
I think you're being a little close-minded.
I'd say everyone are who insists that the sounds in GT5 are nothing but suck.

I can see the point of those who want more aggressive roar in high performance cars and race cars, but preferring that just-as-wrong, over-the-top, headache inducing nonsense in Forza, well, that's you. For that matter, the sound is distorted, as if T10 ran it through a guitar effect.

For those who put sound at the top of their racing needs, hmmm, WHATEVER. I'd rather feel the car properly.
 
I think you're being a little close-minded. The system I described caters for your "needs", too. :)

You could, with relatively little difficulty, make a Corvette sound like a Nissan Micra, by the way. Of course, that rather depends on the Micra.
Remember that the 599 and Enzo come close to that famed 312 sound totally stock (after all, it is somewhat of a Ferrari signature), and you'll see I'm not a total moron.

No sorry If was a bit harsh, what I mean is altought a Ferrari 312 T has an interesting sound (V12 3liter boxter) the ability to "manipulate the sound" seems quite an advanced feature to request. Imho first thing we need need is proper good sound for all the premium cars in stock form, than they should add realistic or believable sounds for the tuned versions, usually with more brutal behaviour. After all these "basic things" indeed it would be cool if they think about a feature like that. But wont be that easy because they work with sound samples. They would need tons of different samples for each tuning/exhaust combo, or implement a sort of sound editing programm in GT5 which is not that simple. Maybe cars in Forza4 change sound in a nice/decent way when you tune them but I don't own it so I can't tell you. Oh and, other things they lack are a proper blow-off valves, a smoother turbo whistle, and realistic limiters.



@ Tenacious T you and your cliche "over the top, exagerated, nfs style etc." I wish you to hear one of these stock supercars in real life while on revs, then you'll understand you are wrong. Nfs sound just tiny weak compared to real life. If a car sound powerful, realism = same powerful sound. I said the FM4 is not perfect yet, but at least they are trying too get close. If loud sounds cause you headhache, you can always turn down the volume but I think the typical harsh whining noise in GT can be even more annoying.
 
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I'd say everyone are who insists that the sounds in GT5 are nothing but suck.

I can see the point of those who want more aggressive roar in high performance cars and race cars, but preferring that just-as-wrong, over-the-top, headache inducing nonsense in Forza, well, that's you. For that matter, the sound is distorted, as if T10 ran it through a guitar effect.

For those who put sound at the top of their racing needs, hmmm, WHATEVER. I'd rather feel the car properly.

Yeah, the distortion idea was great up until they decided to use it all the time. I would only have used it over a certain threshold, to give a better impression of the dynamic range involved (you know, that horrid / awesome buzzing you get in your ears when you're destroying them).

We shouldn't underestimate the importance of sound, but it certainly isn't priority one, sure.
No sorry If was a bit harsh, what I mean is altought a Ferrari 312 T has an interesting sound (V12 3liter boxter) the ability to "manipulate the sound" seems quite an advanced feature to request. Imho first thing we need need is proper good sound for all the premium cars in stock form, than they should add realistic or believable sounds for the tuned versions, usually with more brutal behaviour. After all these "basic things" indeed it would be cool if they think about a feature like that. But wont be that easy because they work with sound samples. They would need tons of different samples for each tuning/exhaust combo, or implement a sort of sound editing programm in GT5 which is not that simple. Maybe cars in Forza4 change sound in a nice/decent way when you tune them but I don't own it so I can't tell you. Oh and, other things they lack are a proper blow-off valves, a smoother turbo whistle, and realistic limiters.

Actually, what I'm talking about is pretty fundamental. The very issue is what you call "believeable" - you can't convince everyone that what you've done to the car is reflected in the sound it makes, unless you record a car with those exact same mods. Not all cars have different sounds according to tuning state in FM4, some stay the same, like they did in FM3, so they have to sound "brutal" even in stock form. I'm talking about a change in attitude and approach to car sounds in games, to allow for greater flexibility in the sounds it can produce - cars are already being recorded as it is, so it's only a small extension to do that recording in a slightly different way to allow the use of some custom synthesis to reflect more changes in the game.
Realistic limiters, BOVs & wastegates, etc. are all easily fixed, too, and could actually compliment the variation in the other parts.

(By the way, the 312 T is a 180° V12 / flat 12, not a Boxer; I was really referring to the older 65° V12s, but they sound similar enough for obvious reasons.)
...
@ Tenacious T you and your cliche "over the top, exagerated, nfs style etc." I wish you to hear one of these stock supercars in real life while on revs, then you'll understand you are wrong. Nfs sound just tiny weak compared to real life. If a car sound powerful, realism = same powerful sound. I said the FM4 is not perfect yet, but at least they are trying too get close. If loud sounds cause you headhache, you can always turn down the volume but I think the typical harsh whining noise in GT can be even more annoying.

There are better ways of translating the raw power of the pressure disturbances these cars create. I've heard "supercars" in person and have been underwhelmed (when you've had your bowels massaged by a Top Fuel dragster, nothing else compares :dopey:)
He's not wrong, though, it is exaggerated in Forza and NFS (of late) - I blame The Fast and The Furious, personally. If you want power from your games, invest in some serious hardware - believe it or not, the biggest impression a loud sound makes is full-body, your ears are next to useless - how do you re-create that without the health risks? It's impossible, so what you should be focusing on is the realism of the localisation (spatial positioning, reverb, etc.) of the sounds as well as the fidelity of any synthesis, in terms of both the method (neglected in most racing games) and the samples themselves.
 
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Yeah, the distortion idea was great up until they decided to use it all the time. I would only have used it over a certain threshold, to give a better impression of the dynamic range involved (you know, that horrid / awesome buzzing you get in your ears when you're destroying them).

We shouldn't underestimate the importance of sound, but it certainly isn't priority one, sure.


Actually, what I'm talking about is pretty fundamental. The very issue is what you call "believeable" - you can't convince everyone that what you've done to the car is reflected in the sound it makes, unless you record a car with those exact same mods. Not all cars have different sounds according to tuning state in FM4, some stay the same, like they did in FM3, so they have to sound "brutal" even in stock form. I'm talking about a change in attitude and approach to car sounds in games, to allow for greater flexibility in the sounds it can produce - cars are already being recorded as it is, so it's only a small extension to do that recording in a slightly different way to allow the use of some custom synthesis to reflect more changes in the game.
Realistic limiters, BOVs & wastegates, etc. are all easily fixed, too, and could actually compliment the variation in the other parts.

(By the way, the 312 T is a 180° V12 / flat 12, not a Boxer; I was really referring to the older 65° V12s, but they sound similar enough for obvious reasons.)


There are better ways of translating the raw power of the pressure disturbances these cars create. I've heard "supercars" in person and have been underwhelmed (when you've had your bowels massaged by a Top Fuel dragster, nothing else compares :dopey:)
He's not wrong, though, it is exaggerated in Forza and NFS (of late) - I blame The Fast and The Furious, personally. If you want power from your games, invest in some serious hardware - believe it or not, the biggest impression a loud sound makes is full-body, your ears are next to useless - how do you re-create that without the health risks? It's impossible, so what you should be focusing on is the realism of the localisation (spatial positioning, reverb, etc.) of the sounds as well as the fidelity of any synthesis, in terms of both the method (neglected in most racing games) and the samples themselves.


Your right about super cars being underwhelming, when I went to goodwood FOS I was and still am every year by the super cars. That video is well surround sound is so important, I took around 2 weeks to set mine up and fine tune every setting and the sound is great, It is the same with hd tvs nearly no one sets them up properly, everytime I have people round they comment on how good the Tvs look and how good the sound is and when I tell them how much I spent they are shocked (very little) and that it is only down to the fact they are set up properly.
 
If you simulate a car in a professional way, you can have all the priorites you want but you should still deliver the whole package. When you simulate a car, you simulate the whole car, not only the physics or the way it looks. GT is not yet a complete "Driving Simulator". Sound is their main weakness and sound play a big role on cars enthusiasts. And no, some sounds are not "quite close" at all, expecially some of their biggest brands.

You're trying way too hard to make sure that everyone believes that you and only you are right and everyone else is wrong and you appear to go to any lengths to make sure of this, last time I checked this sort of behaviour is called "passive aggressive" ...you need to calm down, you're bordering on acting like a troll. Also, don't bother doing what you did last time I replied to one of your posts and start searching all my replies just so you can deliberately attack my posts.

Sound had nothing to do with simulations, the simulation is the car and how it behaves only, if you go to an F1 simulator in an actual F1 factory you'll notice that there either isn't any sound or the sound is actually aweful.
 
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239 pages and the bottom line is that NONE, I repeat...NONE (yeah sorry for those who want to act like fanboys or mention the Mazda 787B or Cobra or whatever) of the cars in GT5 sound real. They're all synthesized anx mixed to a little sounds that comes out of the exhaust.
I've been a die hard GT fan for ages but I'm convinced that PD should COMPLETELY change their sound department. We're not in 1998!!!!!

I prefer
-fake
-distorted
-ANGRY V8/V12 sounds (FM4)
to
-fake
-synthesized
-vaccum cleaner sounds (GT5)

That, plus camera movements in cockpit view, cars choice, tyre physics, collisions with guardrails/other cars, online matchmaking and customization make me want to play and enjoy a game that is not GT5.
I completely abandoned it, even after I paid for DLC. I just pop it in my ps3 once every 2-3 weeks to do the new seasonals, period.

Kaz you want motivation? I tweeted dozens of times about these things and I'm probably not the only one. Do something about it to get back on the horse!!!!

Just my two cents.

EDIT: maybe the only cars that have realistic sounds are Ferrari's F1 and FGT
 
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You're trying way too hard to make sure that everyone believes that you and only you are right and everyone else is wrong and you appear to go to any lengths to make sure of this, last time I checked this sort of behaviour is called "passive aggressive" ...you need to calm down, you're bordering on acting like a troll. Also, don't bother doing what you did last time I replied to one of your posts and start searching all my replies just so you can deliberately attack my posts.

Sound had nothing to do with simulations, the simulation is the car and how it behaves only, if you go to an F1 simulator in an actual F1 factory you'll notice that there either isn't any sound or the sound is actually aweful.
You are just blaterating off topic, I'm talking about sounds you call people trolls. I wont even bother answer you back as you deserve. It's just a waste of time. Nice avataar indeed.

Hardivibes post explain very well my point of view. I'm still playing GT5 but the sounds need improvements, the rest is just.. useless fanboyism. Have fun with vacum cleaners folks.
 
You're trying way too hard to make sure that everyone believes that you and only you are right and everyone else is wrong and you appear to go to any lengths to make sure of this, last time I checked this sort of behaviour is called "passive aggressive" ...you need to calm down, you're bordering on acting like a troll. Also, don't bother doing what you did last time I replied to one of your posts and start searching all my replies just so you can deliberately attack my posts.

Sound had nothing to do with simulations, the simulation is the car and how it behaves only, if you go to an F1 simulator in an actual F1 factory you'll notice that there either isn't any sound or the sound is actually aweful.


I dont really think that the sound in a pro F1 sim is that important for F1 drivers like a mass produced game for consumers.

At least in the post that you have quoted above, HKS does have a valid point.

To simulate a vehicle in a game, is to simulate all of it where possible. Sound/handling/feel/character etc.

People have senses, our main sense at least for GT5 are visual, touch/feeling and hearing. At the moment, only 2 of those senses are really being stimulated to any degree of realism, while our hearing is often being let down by the poor sound reproduction in GT5.

Doppler is good in GT5 but the captured samples are often poor/made up or synthesized too much.

Regardless of what side of the fence people sit on, I think we all can agree that improvements can and should be made and PD should have this right up on there list of things to do.
 
239 pages and the bottom line is that NONE, I repeat...NONE (yeah sorry for those who want to act like fanboys or mention the Mazda 787B or Cobra or whatever) of the cars in GT5 sound real. They're all synthesized anx mixed to a little sounds that comes out from the exhaust.
I've been a die hard GT fan for ages but I'm convinced that PD should COMPLETELY change their sound department. We're not in 1998!!!!!

I prefer
-fake
-distorted
-ANGRY V8/V12 sounds (FM4)
to
-fake
-synthesized
-vaccum cleaner sounds (GT5)

That, plus camera movements in cockpit view, cars choice, tyre physics, collisions with guardrails/other cars, online matchmaking and customization make me want to play and enjoy a game that is not GT5.
I completely abandoned it, even after I paid for DLC. I just pop it in my ps3 once every 2-3 weeks to do the new seasonals, period.

Kaz you want motivation? I tweeted dozens of times about these things and I'm probably not the only one. Do something about it to get back on the horse!!!!

Just my two cents.

EDIT: maybe the only cars that have realistic sounds are Ferrari's F1 and FGT

I don't agree that none sound like its real counterparts... there's some cars that really do sound like the real ones, such as the M3 CSL...
 
239 pages and the bottom line is that NONE, I repeat...NONE (yeah sorry for those who want to act like fanboys or mention the Mazda 787B or Cobra or whatever) of the cars in GT5 sound real. They're all synthesized anx mixed to a little sounds that comes out from the exhaust.
I've been a die hard GT fan for ages but I'm convinced that PD should COMPLETELY change their sound department. We're not in 1998!!!!!

I prefer
-fake
-distorted
-ANGRY V8/V12 sounds (FM4)
to
-fake
-synthesized
-vaccum cleaner sounds (GT5)

That, plus camera movements in cockpit view, cars choice, tyre physics, collisions with guardrails/other cars, online matchmaking and customization make me want to play and enjoy a game that is not GT5.
I completely abandoned it, even after I paid for DLC. I just pop it in my ps3 once every 2-3 weeks to do the new seasonals, period.

Kaz you want motivation? I tweeted dozens of times about these things and I'm probably not the only one. Do something about it to get back on the horse!!!!

Just my two cents.

EDIT: maybe the only cars that have realistic sounds are Ferrari's F1 and FGT

If you're not being serious, get out. This is a serious topic, not one for silly behaviour. I can't see you being serious, because you said ALL cars sound ridiculous, when you are wrong.
 
If you're not being serious, get out. This is a serious topic, not one for silly behaviour. I can't see you being serious, because you said ALL cars sound ridiculous, when you are wrong.

It an opinion and as such no more or less 'wrong' that your own.

I also want to make the following 100% clear, do not ever tell a member what they can and can't post, the only people with the mandate to do that are the staff.

If you feel a post breaks the AUP then report it, but do not act as if you have the right to determine who can and can't post and what they can and can't post. Continue to do so and you will lose the ability to post.


Scaff
 
I for one think hardvibes is completely spot on. I mean, hooray, PD got less than 5 cars from freaking 1000+ to sound almost believable.
 
With close to 5000 posts, this thread surely ought to catch PD's attention for sometime. I wouldnt mind PD releasing Spec 3 being a big fat patch with sound improvements alone and nothing else.
 
239 pages and the bottom line is that NONE, I repeat...NONE (yeah sorry for those who want to act like fanboys or mention the Mazda 787B or Cobra or whatever) of the cars in GT5 sound real. They're all synthesized anx mixed to a little sounds that comes out from the exhaust.
I've been a die hard GT fan for ages but I'm convinced that PD should COMPLETELY change their sound department. We're not in 1998!!!!!

I prefer
-fake
-distorted
-ANGRY V8/V12 sounds (FM4)
to
-fake
-synthesized
-vaccum cleaner sounds (GT5)

That, plus camera movements in cockpit view, cars choice, tyre physics, collisions with guardrails/other cars, online matchmaking and customization make me want to play and enjoy a game that is not GT5.
I completely abandoned it, even after I paid for DLC. I just pop it in my ps3 once every 2-3 weeks to do the new seasonals, period.

Kaz you want motivation? I tweeted dozens of times about these things and I'm probably not the only one. Do something about it to get back on the horse!!!!

Just my two cents.

EDIT: maybe the only cars that have realistic sounds are Ferrari's F1 and FGT

Not sure if you have the sound in 5.1 or 7.1 to get the best out of it but FM4 definitely has better sounding than GT5, all cars I ever owned sound wrong in GT5. The Mitsubishi FTO I own sounds so realistic in FM4 that I was amazed, GT5 never had it right, same with Golf MK4, MK5 and MK6.

I never thought I would say this but FM4 is a much more refined game than GT5.

Oh, and anything highly pitched would sound like FGT or an F1 car, hard to judge when it hits 18000 RPMs :)
 
I agree that certain exhausts on certain cars do not have proper sounds.

If you are the type that goes FULL tune every time yes I agree that quite often you get a car that sounds like crap. That being said there is certain cars that don't have that option of other exhaust like zr1 RM for example and the race exhaust on that is so wrong. certain cars sound best stock exhaust I.E. Lexus lfa, some sounds best race exhaust I.e. Cobra 427 and some sound best with sports exhaust I.e. Austin Martin DB9 and Alfa Romeo 8c competizione and the Corvette zr1 2010

And you really don't get the true sounds unless you have a sound system and the sound settings in gt5 are set to small theater or large theater. That alone makes a huge difference.
 
I think it bears mentioning that Forza's sounds are also synthesised - see "sample based synthesis". Can we please stop vilifying the word now? There's a difference between blended, manipulated samples from a recording and direct synthesis, sure; but I hear only small amounts of direct synthesis in GT5's sound, the rest are clearly samples. Direct synthesis is not a bad thing at all, when done properly (GT5's turbo sounds, for instance, limited though they are).
The problem is that people are expecting a certain kind of sound from GT - I've said this a million times (probably...) but the absence of intake sound in GT games makes a massive difference. It leaves only the bare engine sound (the sound of the piston rings, all those bearings, fans, pumps, belts, cams, tappets etc. - "vacuum cleaner") coming from the front of the car, which, if you've got your sound settings wrong, can be the only thing you hear in interior views. Remember to set the game to match your speakers and vice versa.

Here's a lovely video demonstrating the importance of intake sound, and I've noticed over the years how some people mis-interpret what the sound actually is.

[youtubehd]wEOgIl92d1M[/youtubehd]

The exercise here might be to watch the video in full, and focus on the sound when the intake resonator's panel is removed, and restart the video. Notice the intake is still audible, especially when the throttle is opened more and the cams switch over, with the top panel still in place. That's the component that typically gives the "meat" of a car's sound, and the biggest difference between on- and off-throttle sound. Another great example here.
Note that Forza 3-4 mixes the intake and exhaust together and blends between on and off-throttle samples according to "load", whilst GT (and FM2) scales the volume of the engine sound (bereft of actual intake in GT) with throttle position. Now imagine if the whirring engine sound in GT were supplemented / replaced (not ideal, but I doubt people would miss it much) with proper intake sounds, like those in FM2.


It's been the case since GT2 that you had to experiment with the exhausts to find the sound that appeals best; that said, it was often the case that none of them appealed, or the stock sound was "best". The trouble with that in GT5 is the stock exhaust gets drowned out by the volume of everyone else's racing exhausts, and that's really off-putting for me, since I really rely on the engine sound when I race in games. A good feature might be the option to pick between the three sounds as soon as you buy a non-stock exhaust; the volume (and hence apparent aggression) is set by the "level" of the item fitted, whilst it's sound is tweakable according to taste. That way you can still "max" the car and have the sound that most closely matches what you're expecting.
 
Dolby Surround / Pro Logic Report:
PS3 Video Out: HDMI to TV
PS3 Audio Out: SCART/AV Multi

Kenwood Receiver (old): Front Left, Front Right, Center, Surround (left & right)
(no optical or hdmi inputs)

Netflix: "Pro Logic" setting seems to work as expected, as tested with Terminator 2, seemed decent, definite improvement over 2 speakers only.

GT5: There does not seem to be any encoding for Pro Logic, though there is sound output from all 5 speakers. Moderate improvement over 2 speakers.

Just thought I'd post it for anyone with older hardware... new receiver comes after new TV so.. making due with a $64 surround upgrade.
 
Whatever you say guys, I don't care.

My 2 cents.

I'm with you man. What get's me the most about GT5 is that they already have the sound samples and good ones, but they just failed to incorporate them fully into the game. Just go start any Super GT car in your garage and compare the beatiful noise it makes with the crap that comes out of the tailpipes when you drive it. Seems they where pressed so much to get the game out that they didn't have time to incorporate this sounds fully into the game.
 
a way you could improve the sounds is the switch the front and rear speakers, so that you get the exhaust note in cockpit/bumpercam.

or am i thinking wrong lol...
 

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