GT5 Sound Thread

  • Thread starter Marry_Me_GT
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wow, i am really speechless now.

it sounds really cool in gt5. btw, i recorded that with my nikon d90, and it got a crappy audio device. in reallife sounded the game very cool.
 
More GT Academy footage - with nice sound too! 👍

Daniel Holland at Tokyo - don't know what car he was driving though
 
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Again, the car sounds as crappy as it looks, but that's a compliment to PD. They modeled it well compared to its real life counterpart.
 
Again, the car sounds as crappy as it looks, but that's a compliment to PD. They modeled it well compared to its real life counterpart.


What car was it? Some Super GT car I presume, hard to make out

Note the AI didn't get blown away by one of the fastest drivers in the GT world 👍
 
As a guy who's involved in the music technology side of life, I can tell you that it's going to be very hard to get completely realistic car sounds in GT5. Let me tell you why, by building on Cool's post about keyboards.

The reason that synthesizers have such good piano sounds these days is because recording engineers have painstakingly sampled most of the keys at at least three key strike velocity levels, sometimes four. This creates a TON of data, gigabytes of it, that they spend a year or more massaging into a form that usually sounds pretty close to a real piano. However, the sound files that result from all this work range from 16 megabytes to hundreds. When they use smaller sound files, the sounds end up being cheezier, less realistic and less satisfying.

This is the same sort of thing sound designers are facing when they design sounds for a racing game. But worse. They take these hundreds and thousands of megabytes of sound samples from one car, with the engine revving at certain RPMs, and then have to figure out which ones will work best with the others. And then, they have to do the same thing while shifting the pitch up and down to the ranges of the other samples, AND get them to blend seamlessly so they sound like ONE sample.

This, kids, is a major, major PITA. If you haven't done any work with samplers or recording, you have no clue how much aspirin these guys go through when they think they have two incredible samples but they just won't blend right. And it's not just two. To do a proper acceleration sweep from idle to rev limiting might require five to eight samples, and they all have to work together or the effect is ruined. I've heard this in all three Forzas, when transitions are out of phase or just mismatched enough to frook up an engine revving up in various cars.

And keep in mind that this is just one car. In Prologue, you have to hold the samples in ram for sixteen cars, because you can flip between them in replays instantly. The game doesn't put you on hold while it loads in stuff for another car, and I like it this way. In Forza, changing between cars in replays takes quite a few seconds, and is annoying. And after the fiasco with Forza 3's bogging when you have much more than a hundred pictures or decals, I can see that Turn 10 poorly designs file transfer functions. Either that, or the 360 hardware blows.

Anyway, keep in mind that this is just the engine, and it needs RAM. Then there's the transmission, and what type it is, and this sample needs ram. What about a turbo or supercharger? More ram. A modified exhaust? More ram. Add in tire and wind sounds... get the picture? And this is just sound for one car. 16 cars need 16 times the memory. And this has to fit in well with the game code, all the graphic data, driver animations, damage modeling, and whatever else the PS3 is called on by Polyphony to do.

Just a little perspective, so you know what the deal is. ;)
 
Hehe, sounds like some kind of angered beast, unleashing it's furious wrath on some unsuspecting critter...

Tenacious D, people will tell you that it's not that hard to blend samples together to make a coherent sound, but we all know that it takes a long time. Thanks for the perspective on memory limitations, I'd forgotten that you need to keep all dem samples somewhere! They're sure as hell not being streamed off the hard disk! :scared:

Perhaps this is another argument for synthesising as much as you can, e.g. turbo, intake, brake, overrun etc. sounds. The Cell has plenty of parallel floating-point computing power doing very little in games (if we're to believe Microsoft) and is limited in memory capacity and bandwidth, surely streaming the sounds directly from the Cell's SPUs would be ideal?
 
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Tenacious D:
Well some of us(if you read through the thread) had a stab at sound modding, and it isn't really that hard to make seamless transitions between samples within a sound, you just have to have an ear for it(not be tone-deaf so you can recognize what pitch the sample has and what it needs to be to align properly with the next one)...and about the memory, in TDU(test drive unlimited), the limit was at 750KB per whole sound(samples within a sound:idle+low/mid/high+low/mid/high off gas pedal) and still, we(sound modders) used to make pretty convincing sounds...there's no need to blow it out of proportion, or make it some sort of black art...it's doable, if you know what you're doing that is... ;)
 
Tenacious D:
Well some of us(if you read through the thread) had a stab at sound modding, and it isn't really that hard to make seamless transitions between samples within a sound
Ehmm... well, let's see about this. ;)

It's clearly not a doddle, otherwise, every keyboard would have equally stellar pianos, and every game would have incredible sound, but it's really not that common to have games with a sound rating of 10 out of 10. The muffed transitions in Forza say it's not that easy. In fact, I'm not really all that gobsmacked by most racing games to be honest. The rowdier and more aggressive the samples, the harder they are to blend uniformly, which is why many games don't sound full bore. Shift sounds very good, but frankly, it seems like the sound team simply recorded the cars going through an entire shift cycle as one sample. Maybe they're compressed to save space. Maybe that's the way to go, maybe not. But if you guys went out and grabbed some studio mikes and field recorders, and recorded cars from scratch to create awesome game sounds, I'd like to see some YouTube videos of the process.

I know what's involved, and it's not like grabbing sounds and stringing them together like pearls.
 
Hehe, sounds like some kind of angered beast, unleashing it's furious wrath on some unsuspecting critter...

Tenacious D, people will tell you that it's not that hard to blend samples together to make a coherent sound, but we all know that it takes a long time. Thanks for the perspective on memory limitations, I'd forgotten that you need to keep all dem samples somewhere! They're sure as hell not being streamed off the hard disk! :scared:

Perhaps this is another argument for synthesising as much as you can, e.g. turbo, intake, brake, overrun etc. sounds. The Cell has plenty of parallel floating-point computing power doing very little in games (if we're to believe Microsoft) and is limited in memory capacity and bandwidth, surely streaming the sounds directly from the Cell's SPUs would be ideal?

Digger
 
More GT Academy footage - with nice sound too! 👍

Daniel Holland at Tokyo - don't know what car he was driving though


The engine doesnt sound good at all, way too brave, no gear whine.
Heres the real one (yes, its not exactly the same one, the car in GT5 is a year older):


But i noticed that they have toned down the tyire noise for the racing cars, which is great.
 
Tenacious D:
Well I never said it was easy, but it's doable.;)
btw. I never recorded a car live, I got my samples recorded from other games/videos etc., but although it was done virtually, the process was the same, recording>mixing/eq/pitch shifting>game...

On another note, I'm usually the one slamming GT's poor sounds(and rightly so, I might add;)), but judging from these last two vids, it seems things are improving!👍 Both feature V8 engines, and both sound good(ignoring the actual audio quality of the recording), and even in the high revs, there's still that pulse created by a V type engine, which was always extremely crappy sounding, or not present in GTs of the past! So credit, where credit is due. :)
I'm now eagerly expecting new vids, of other cars and hopefully better audio quality! I'm just hoping that all cars get this kind of treatment, not only those used for marketing purposes...:nervous:

 
it's not a GT-R, its GT500 Xanavi 350Z
Plus there was gear whine in the Time Trial tuned 370z, so I expect the final build to have it
It has that honky sound

similar car


 
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Based on the audio in the most recent video in the news page (at the time of writing), the audio needs some serious work, as do the drivers head animations that seem to be purely linked to the steering wheel ;)
 
We've already heard the GT-R, a few pages back

I posted these comparisons
https://www.gtplanet.net/forum/showpost.php?p=3774215&postcount=639
https://www.gtplanet.net/forum/showpost.php?p=3774277&postcount=645

pretty close, apart from the different recording methods, and slight distortion in the real ones. The idle is exactly the same as the real deal.
That "GT-R" must be using a different engine because it doesn't sound anything like that one, and the one up here definitely sounds like a V6 from a 350z

Prudentbear quote

It was the JGTC GT500 Xanavi 350Z if I remember correctly. The 14 competitors who didn't make the final 4 had an hour to kill in between activities so we had a 1 lap shootout on the GT5 demo for a bit of fun.

Dan was fastest followed by me and Roberto (GTro_rootbe).
 
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Tenacious D:
Well I never said it was easy, but it's doable.;)
btw. I never recorded a car live, I got my samples recorded from other games/videos etc., but although it was done virtually, the process was the same, recording>mixing/eq/pitch shifting>game...
Yeah, that's what I figured. ;)

You need to do it from scratch to see what fun it is. If people knew what was involved, they'd have more sympathy for these sound teams. As I say, I'm not blown away by the sound in too many racing games, and this is no doubt why.
 
We've already heard the GT-R, a few pages back

I posted these comparisons
https://www.gtplanet.net/forum/showpost.php?p=3774215&postcount=639
https://www.gtplanet.net/forum/showpost.php?p=3774277&postcount=645

pretty close, apart from the different recording methods, and slight distortion in the real ones. The idle is exactly the same as the real deal.
That "GT-R" must be using a different engine because it doesn't sound anything like that one, and the up here definitely sounds like a V6 from a 350z

Prudentbear quote

If you look at the tail lights, you can see it is the gt-r, as well as the black back bumper and diffuser. The 350z was silver in the back. That's what I noticed but there are still some things that make me think it might be the 350z.
Also if you pause it at around the 3 second mark, you can see what looks like an orange/red NSX, the ARTA NSX I'm guessing, in front of the GTR. You can see that orange/red car in front of holland throughout the race.
 
If you look at the tail lights, you can see it is the gt-r, as well as the black back bumper and diffuser. The 350z was silver in the back. That's what I noticed but there are still some things that make me think it might be the 350z.
Also if you pause it at around the 3 second mark, you can see what looks like an orange/red NSX, the ARTA NSX I'm guessing, in front of the GTR. You can see that orange/red car in front of holland throughout the race.

Yup. If you pause the video just before it switches to the bumper cam you can clearly see its a GT-R.
 
Well either the engine is different or the different cameras/acoustics really change the sound!!
I'm willing to bet the videos from Nagoya are closer to the actual sound.

Until we get direct capture videos we won't know :)
 
It it possible, one of the cars was the new 2010 car with the new 3.4L V8?
I haven't seen any super g cars newer than 2008 in gt5 though. My other thought was that the motul and xanavi have different motors but they are essentially the same car with different livery on each.

Nevermind. Both videos have the exact same engine sound. One has added "boom" from either subs or due to larger arena. If you listen close though, both have the same distinct pitch or whatever you sound people call it.
 
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