GT5 Sound Thread

  • Thread starter Marry_Me_GT
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Noticed the puff of smoke at the end of the straight on the 2nd lap - brake lock I guess!
Just need some flames, and exhaust crackles and pops and it'll be complete :)

If GT5 could faithfully recreate ( or even slightly exaggerate for all i care ) exhaust crackles and popping and the occassional backfire i would be more than satisfied. ;)
 
They probably cut down on the engine sound samples in the Time Trial like they did with the textures and tyre sounds compared to GT5:P, to keep the file size down
 
Nothing like the symphony of race engines :)
First decent audio capture of GT5 cars in action

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Or from a newer season (Where most of the cars use V8s instead of smaller turbocharged engines?)



Compare the sounds.

I think they're pretty close. Only problem is you have to crank up the volume to get the full grunt of the sound in GT (Thats always been part of the problem in my opinion, the sounds are naturally weaker if you have the volume low, and the engine sounds aren't as loud as they should be in GT).
 
Some of the cars are NA V8s, ie the Lexus and GT-R
The GT-R should sound similar to the real thing, because I've done a comparison before many pages back. The Tom's Sc430 should be higher in pitch, but it's hard to tell exactly

Remeber this sound recorded off a TV speaker with a crappy mic in a Camera. This setup will always suck out the details and bottom end of the sound.

Well that is pretty logical isn't it? A loud sound that is recorded should be played loud to duplicate the same effect... :)
Your ears pickup the various frequencies differently depending on the volume. Low frequencies need to be loud to be heard, and also your system is a big factor too.

Using the higher dynamic range settings in GT5's sound options will help. With the standard living room setting, all the various sounds are mashed up so the volume differences between tyre squeal and engine/exhaust is reduced etc
 
Using the higher dynamic range settings in GT5's sound options will help. With the standard living room setting, all the various sounds are mashed up so the volume differences between tyre squeal and engine/exhaust is reduced etc

Dude, you just made my GT experience 20 percent better! I don't know why I never thought of this.
 
I actually prefer the GT line. But that is a minor detail anyways.

+1
Fm3 line is too much "wipeout" like

Me, too. It does a much better job of adapting to your speed than the Forza line.

Yes its more subtle.

The FM directional arrows and green(go)\red(stop) are kind of condescending...ahahaha.
Of course you'd all say that, just like Lemmings, and god-forbid anybody to prefer the racing line on a competitors racer.

The racing line in FM3 is far clearer, and equally adaptive to speed. Not that I actually use the racing line feature...doing so is for amateurs who are probably better off with Mario Kart! :lol:
 
Of course you'd all say that, just like Lemmings, and god-forbid anybody to prefer the racing line on a competitors racer.

The racing line in FM3 is far clearer, and equally adaptive to speed. Not that I actually use the racing line feature...doing so is for amateurs who are probably better off with Mario Kart! :lol:

I dislike the line in both to be honest. The one in Forza does not clearly define the braking or lift off zones.

The one in GT5P and the one in the Time Trial demo are simply too inaccurate. I found myself following a completely different line in the TT demo, and the braking zones were all wrong (Turn 3-4 was notoriously bad for this, the braking/turn in zones were well... just wrong).

I preferred the driving lines from the license tests in GT4. However, they were probably more accurate due to the fact that the braking zones had to be tailored only for one car. But the TT demo uses the same driving line for both the Tuned car and the stock car, and as the braking zones vary slightly, there is always going to be some margin for error.
 
Of course you'd all say that, just like Lemmings, and god-forbid anybody to prefer the racing line on a competitors racer.

The racing line in FM3 is far clearer, and equally adaptive to speed. Not that I actually use the racing line feature...doing so is for amateurs who are probably better off with Mario Kart! :lol:

I love FM3, but I prefer Prologue's line because I find it adapts better, since I have a tendency to outbrake Forza's line, but I don't while playing Prologue.

I like how us liking one feature from GT over Forza means we're doing it for reasons other than because we prefer it. Forza 3 is a really fantastic game that does a lot of things better than GT has done in the past.

On the subject of sound, the completely awesome and wonderful Fiat 500 Abarth Assetto Corse makes noises that you wouldn't expect to come from something that cute.



I can't wait for the 500 to come here. I want an Abarth esseesse so very badly.
 
You can drive that thing in the Italian NetKar Pro demo - some of the best front wheel drive physics around

All you need is the red blinking gear indicator light in GT, when you see it wait a little bit and then brake, downshift :)
 
Unfortunately it will probably be rebadged as a Chrysler, the same thing happened to the Lancia Delta which was shown on the Detroit Motor Show as a new Chrysler concept wearing Chrysler badges.
Nothing against Chrysler, just have a problem with badge-engineering.
Although it could always be sold more upmarket as Abarth ( like Cooper ), love Abarth is back though as a "seperate" brand.
 
Unfortunately it will probably be rebadged as a Chrysler, the same thing happened to the Lancia Delta which was shown on the Detroit Motor Show as a new Chrysler concept wearing Chrysler badges.
Nothing against Chrysler, just have a problem with badge-engineering.
Although it could always be sold more upmarket as Abarth ( like Cooper ), love Abarth is back though as a "seperate" brand.

We're getting it as a Fiat. It's what they're using to re-establish the Fiat brand in the US.
 
Makes sense, nice affordable halo-product could make Fiat as trendy as Gucci or Prada instead of a minimal scaled-down retro Chrysler.
Then reintroduce Alfa and Lancia and share platform techology with Chrysler, Dodge, etc.
Maybe if they created a new shared RWD platform for the bigger Chryslers and bigger Alfa's, we might finally get RWD Alfa's again.
 
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RX7

[YOUTUBEhd]JnzIUKB5y20[/YOUTUBEhd]

It's frustrating, since there doesn't seem to be any explanation for why GT's sound is sooo... whizzy. I mean, we could postulate any number of technical reasons, but why is it that they continue to be so different...

Are PD's sound designers deaf / stupid / whatever? I doubt it somehow - so they must be aware of GT's sound-related shortcomings since the PS2 days. There must be some reason they're being so reticent to change it, or even perhaps just to show proper evidence (i.e. by way of newer GT5 builds) that it has changed, if indeed we are to believe that they have been addressing it. :grumpy:

Maybe it's a case of holding one's cards close to one's chest...
 
It doesn't sound horrible to me. But I do know what you mean by whizzy. Nonetheless, as Kaz says, it's going to be the overall presentation that should blow us away. And when I think of that, my ears are much more forgiving.
 
Of course you'd all say that, just like Lemmings, and god-forbid anybody to prefer the racing line on a competitors racer.

The racing line in FM3 is far clearer, and equally adaptive to speed. Not that I actually use the racing line feature...doing so is for amateurs who are probably better off with Mario Kart! :lol:

The racing line in FM3 is what got me to sit down and actually play the game without having the fear of sucking at something new. It made it easy to get into the game.
 
Posted in latest news:



It's frustrating, since there doesn't seem to be any explanation for why GT's sound is sooo... whizzy. I mean, we could postulate any number of technical reasons, but why is it that they continue to be so different...

Are PD's sound designers deaf / stupid / whatever? I doubt it somehow - so they must be aware of GT's sound-related shortcomings since the PS2 days. There must be some reason they're being so reticent to change it, or even perhaps just to show proper evidence (i.e. by way of newer GT5 builds) that it has changed, if indeed we are to believe that they have been addressing it. :grumpy:

Maybe it's a case of holding one's cards close to one's chest...

1. Thats a rotary engine, it doesn't sound like any other engine.
2. Thats off screen footage, and you are playing it on a PC
3. Taking into account 1 and 2, what exactly are you expecting !!!


Do yourself a favour, invest in a decent sound system, play GT5 Prologue, and enjoy.
 
It doesn't sound horrible to me. But I do know what you mean by whizzy. Nonetheless, as Kaz says, it's going to be the overall presentation that should blow us away. And when I think of that, my ears are much more forgiving.

See, that's 97% of the problem right there. I'm not singling you out, nor am I pointing a finger specifically at you, but it always seems whenever GT does something wrong people are adamant to give excuse on top of excuse as to why one should overlook that shortcoming and pay attention to the rest of the game. Yet, when another game suffers that same shortcoming people jump all over it. If accurate, near accurate, or just plain proper audio samples aren't apart of the overall presentation in a racing game, then what the hell have you been doing all of this time?

There's really no excuse why the audio can't be as good as or better than the prime examples from Forza and PGR, especially considering the support for uncompressed samples. You can say the audio in PGR is a bit over-exaggerated all you want to, but when I play with the SLR McLaren, or the Ford GT it at least sounds a lot closer to the real deal than GT has as of late. The audio has gotten better there's no doubt about that, and obviously I can't speak of what the actual game will bring to the table as I don't know...but if the previous titles are anything to go by, it would seem that the visuals are of the topmost (or at least the second most) priority, and that I have a problem with. As someone who prefers gameplay (as a whole) over even the best visuals (I mean, come on, if a game sucks does it really matter how good it looks?), and as an all-out gearhead I can't wrap my head around why the samples are lacking depth and baritone. How connected to a virtual car can you be if it doesn't sound anything like (or at least close to) the real deal?
 
Sound in an racing sim makes I say 30% ! Graphics are 30% and physics 30%...

Forza 3 would be nothing without it´s fantastic sound! It´s fantastic to play that game with an really good sound system or some good headphones...
 
Sound in an racing sim makes I say 30% ! Graphics are 30% and physics 30%...

Forza 3 would be nothing without it´s fantastic sound! It´s fantastic to play that game with an really good sound system or some good headphones...

Actually, Forza would be nothing without the community.

Something we still do not have to any measurable capacity.

Oh, and what happens with the other 10%? :P
 
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