GT5 Sound Thread

  • Thread starter Marry_Me_GT
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speedfreak69: except what you mean by "reverb" is apparently reverb tail. Obviously thats the last thing to worry about since you can simply cut it off. But the room reflecions are present even without pauses... Sure directional mics are nice but still, in a workshop like that theres alot of reflective surfaces... metal, concrete, tiles etc... there must be tons of reflections.

But on that topic yeah, if they record impulses of the room they can use algorithms to "subtract" the ambience of the room from the recordings but its not 100% convincing and colors the sound in some way.
 
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But on that topic yeah, if they record impulses of the room they can use algorithms to "subtract" the ambience of the room from the recordings but its not 100% convincing.

No need for algorithms... Using a program like Cubase, a good sound engineer can simply do it manually. It takes time, but works perfectly well. I've seen those guys take a .308 caliber rifle fired in a sand pit, remaster the sound and you'd swear it was fired in a soundproof room, or in a large ceramic hall, or a wood shack. Its not that hard... but since you gotta do it for all the sounds... its hard.
 
Keitaro:
Yeah, but since they've built it for this purpose only, I guess they insulated the place accordingly to suit their needs.;) Anyhow, they're doing it properly, at least the method. Not to go into specific sounds and capabilities of the xbox360 for adding effects like doppler, reverb and so on...
 
RedOak:
You can do it manually if you know exactly what the engine should sound like in say a anechoic chamber (and adding realtime reverb afterwards). But noone would do it for this puropse manually since it needs to be consistent for all cars, it would be just guess work. (also take a long time as you said)

speedfreak69:
well it just seemed that the room isnt really acoustically treated or build for it, looks like a random car shop, many different ones actually.
But as i said it doesnt matter much anyway, with some measurements and software they can remove the reverb fairly convincingly.
I imagine PD is recording sounds in a similar way, with the amount of cars they have to record its impossible to bring each one into the same specially built room.
 
speedfreak69:
well it just seemed that the room isnt really acoustically treated or build for it, looks like a random car shop, many different ones actually.
But as i said it doesnt matter much anyway, with some measurements and software they can remove the reverb fairly convincingly.
I imagine PD is recording sounds in a similar way, with the amount of cars they have to record its impossible to bring each one into the same specially built room.
I don't know what exactly it is they've done to it, but if you read the article, it says they've built a mobile recording dyno only for that purpose, so I guess it's build to their specification...
I just hope that after 5 years and $80 million later, we have some closely authentic sounds. Lol.

Me too. ;)
 
Can PD mimic these sounds?

Murcielago LP 670-4 SV (this car sound so ****ing nice)




Corvette ZR1 (low end grunt sounds vicious)


 
SrRd RacinG:
Hope so, I wanna get goosebumps when I step on it, or just while gurgling on idle!:D
lildomplaya:
GT actually does sound closer than Forza there, although higher revs(as always with GT) are a bit crappy...I think turn10 missed that low end pulse character which in reality sounds a bit like nissan's V6 engine(that mrrrrrrrr)... ;)
 
LOL forget GT4 - all the sounds are bad across the board!
Like I keep repeating, PS2 has only 12 megs for the main program and 4 for the video card... PD probably had to use 8 or 12 bit sounds, with low frequency, to conserve memory, and very short loops -> they sure sound quite glitchy most of them, they don't loop smoothly, hence the synthetic sound.

I know the PSX GTs had 8 bit sounds with all the hiss in them

GT5 will run rings around GT4!!
The PS3 has 300+ megs of memory for use by the main program after the OS and video card allocation is taken.
Hell even the Time Trial didn't use up all of the PS3's main memory!
 
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Can PD mimic these sounds?

Murcielago LP 670-4 SV (this car sound so ****ing nice)




Corvette ZR1 (low end grunt sounds vicious)




Heh, I remember watching them a while ago! The voice-over dood sounds a right pillock!

Comparing the sounds of modified cars is less than ideal, as certain mods can drastically alter the sound of the car!! I'm thinking intake mods, exhaust mods (particularly manifold / headers) and cams are probably the biggest factors. That vid of the NSXs I posted shows this nicely.
 
I think one car that will sound good and accurate in GT5 will be the Ford GT...
Because Kaz owns 2 of them, and he said it's his favourite car :D
They can just take the sounds from his cars.

I just won the Ford GT '02 in GT4, and it kinda sounds V8'ish in that American way with the semi-racing exhaust upgrade and pretty throaty with the race upgrade. Even the way it shifts sounds fairly authentic. It's just the samples are so short and raw sounding
With N2 Tyres anyway. There seems to be a bug that sorta makes the sound go all garbled. When I have N2 tyres it sounds better, with Sports medium tyres, the sound is grabled, like the sample loop point is not working right....
weird bug...

And make sure the sound is set to Mono, there is some phase cancellation in Stereo mode that makes it sound nasally
 
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370z Track test - doesn't sound much different from the one in the GT5 Time trial, inside the car





----

Time Trial

 
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Sound are vey similar but guy said that car was very easy and predictable to drift. GT5 demo feels quite the oposite. He also said it was the easiest car to drift that he tested on that session.
 
Sound are vey similar but guy said that car was very easy and predictable to drift. GT5 demo feels quite the oposite. He also said it was the easiest car to drift that he tested on that session.

That car has uprated tyres, suspension and aero Nismo package though

But judging from the IS-F time trial I posted before, you can get away with a lot larger slip angles and still save it. Note the guy only spun because he had full throttle when trying to recover :)
Yet he was still able to keep the drift going for a lot longer than before, without insta-spinning. This is at 140 kph as well, something that would be pretty scary in real life hanging out the rear like that!
He also oversteered on the final turn and recovered it just fine, whereas in the Time Trial you would have spun out if your tried that 👍

 
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No, more like Sport tyres, Tuned car in Time trial had R1, slicks, which should be pretty snappy when it starts to break away.
 
But judging from the IS-F time trial I posted before, you can get away with a lot larger slip angles and still save it. Note the guy only spun because he had full throttle when trying to recover :)


Looks to me he spun because the rear left just slipped into the grass along with the heavy throttle as he started turning right (thus transferring load to that tyre) again.
 
I didn't know what to think of the demo until I tried rfactor. Now I know what really means to feel the car and be in full control of it. I'll just say that's not featured in the TT demo.
 
But do you not think that rFactor is also a bit arcadey?

I don't think the snappiness is the worst part (though it probably is just a smidgen too sudden), it's the fact that you have to catch it really early to save it, sometimes you'd think it'd come back to you - but no, you just pirouette off the circuit onto the green ice-rink... The sheer grip of the R1s mean it's easier to save.

Modern tyres are low-profile, sticky buggers anyway, so they're always going to be a bit snappy... it's not like it's running some tasty RE010s in 50 profile, or whatever...
 
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But do you not think that rFactor is also a bit arcadey?

Yes, very...

I've always preferred GTR2/GTR Evo/GTL over rFactor, espcially when it comes to physics. However, LFS has them all beat in the physics department.



;)
 
In turn I found GTR Evo a little arcadey and simple compared to the Time Trial :)

The physics in GTR-Evo are more simplistic in some areas than the TT Demo. Funny though, the tire physics (limits of traction especially) are not too dissimilar. Neither game is very good for drifting.

They both beat rFactor by miles, in my opinion.



;)
 
We'll see in the final GT5 build. I have a feeling things will be drasticly different. Even in GT4, who most people say is under steer city, even myself initially, after getting further into the game with a wheel and no aids, I've changed my voice. All the cars handle differently, even cars with the same size, drive train and power.

The Monaro for example is wonderful in GT4, quite neutral, with very predictable and controllable drifts out of turns with N2 tyres. Try the same with a Ford GT and that thing snaps into a spin. Do the same with a M Coupe and its fish tail into a spin.
The Subaru 22B feels different to the Evo 6, even though both are rally bred 4WD cars with similar size, power and weight
 
Don't know why but almost all sims are way too snappy. GTR2/rFactor/GTL/iRacing...

It's like they all got together and said OK lets build a simulator BUT make the cars ridiculously snappy. LFS seems to have gotten it right, the car's you expect to be very snappy are (LX6) and the car's you don't (XRG/XRT) are not. They're quite controllable actually, just like a sports car they are modelled after. But nothing, no sim will get close to what it really feels like to get the tail out in a real car. LFS seems to be the closest, Let's hope GT5 can take the crown.
 
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