GT5 Sound Thread

  • Thread starter Marry_Me_GT
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No aspect is more important than the other. It all depends on who you ask.
Exactly, but the way people are going on about the poor audio in a game that hasn't even released yet is getting silly! Just like the question, "which part of a car is most important", the basic answer is the same. There may well be different weightings as to what people prefer most, but graphics, audio, physics, AI etc. are all important contributors to the overall quality of a game.

As an average person who likes cars, I can't say that the way a car sounds is the most influential factor. Sure, some sound "better" than others, but as long as they sound like a car, I'm ususally more bothered about how they look, how comfortable they are inside, how they handle etc. I would never buy a car just for the sound it makes, so I guess that's why I'm not that bothered about how they sound in GT5.
 
Sweet ferrari hoonage!:D And the sound mmmm... :dopey:
[YOUTUBEHD]Lg7axRkFNFU[/YOUTUBEHD]

I'll recreate this in GT5, on the 'ring, with 15 other "regular" cars, giving them 1min advantage, and then, pedal to the metal in a f430 scuderia!:sly:
 
Why are we comparing sound graphics and physics? We can all almost agree that GT has VERY good graphics and physics with the sound certainly being the weakest link. Is it unreasonable to expect the 5th incarnation of this game on Sony's most advance console yet to have sound to match the fantastic graphics and physics?

Until I get the goose bumps I deserve when mashing the throttle of a Big V8 then I will never be fully satifised with this game.

goosebumps.jpg
 
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I hate to be a pessimist but...

Why would PD realease these recent demos with sound that does not represent the final game? Some of the cars we have seen are new to GT5, so the sound logically represents GT5 quality as it can not come from any other source.

It's just like GT5 time trial demo where people were complaining about 2d spectators and trees and saying that it will change in the final game. That course in new to GT5 and thusly was modeled specifically for it.

I don't know if people are in denial or if i am just pessimistic about these things. It seems obvious to me that what we see is what we are going to get.

Everything we are seeing in the demos is represenatative of GT5 in my opinion. Sure there will be minor tweaks or adjustments, but the overall grpahics, sounds, physics, etc will be almost identical to what we have been seeing for months. Whether that's a good thing or bad thing is up for debate. In my opinion, the graphics are plenty good but the sound still sucks.
 
In my opinion, What GT5 is lacking in sound department is intake sound.

Hear this, a Stock M3 E46, with only a M3 CSL Airbox, the car has stock exhaust.



As you can see, the Car Guts, that heavy throaty sound GT is Lacking, is the Intake/Admision sound.

In GT5P, some cars have EVERY sound Nailed, just one problem, doesnt has that Throaty intake sound when going WOT. Try to listen carefully in GT5P the sound of the stock Viper SRT-10, Corvette Z06, Tuned 350Z...those cars have the real sound, except they dont have the proper sound when the Throttle body opens...and that my friends is a shame.

BTW, has anyone noticed that the Tuned G37 sounds like a NSX? Pretty weird, you should fire up GT5P, adjust your sound system to give lots of Bass and try that one.💡
 
You're right about the intake, it's one of my biggest bugbears - often the "texture" is there, but it's just not loud or "meaty" enough. The Gallardo is a prime example, as is the DC5 integra.

It's also the sound of the closed throttle in the intake during off-load situations that gives the engine a distinctive sound. The E90 M3 doesn't have throttle valves (it relies on the intake valves for throttling), which is why its intake sound is so prominent.
 
Here's a perfect example of a car that isn't particularly handsomely designed(in my view), therefore not very attractive to me, but has an engineering masterpiece in form of its V10 engine, which sounds like a cross between Carrera GT/Gallardo/F1 and I would gladly drive it for hours just hear that V10 scream rising through the rev range!:drool:
[YOUTUBEhd]bYzrYrMk2po[/YOUTUBEhd]

Festival of speed and sound mayhem!:D
[YOUTUBEhd]s9udv8bIz_8[/YOUTUBEhd]
 
If I can hear brappin like this it would be cool
Eddie bello porsche only street driven porchse to pull wheelies in the 90's
long story short ran into some problems and here is his new one
 
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I don't mean to sound crude, but I would safely conclude this sound dilemma as being somewhat of a padantic attempt at pointing out what seems to be an inevitable problem in any simulation based game.

IMO, sound alterations in respect to realistic counterpart sound checks doesn't seem likely until perhaps Gran Turismo 7 (if such a thing does happen).

Hopefully, I'm seriously wrong.
 
I don't mean to sound crude, but I would safely conclude this sound dilemma as being somewhat of a padantic attempt at pointing out what seems to be an inevitable problem in any simulation based game.

IMO, sound alterations in respect to realistic counterpart sound checks doesn't seem likely until perhaps Gran Turismo 7 (if such a thing does happen).

Hopefully, I'm seriously wrong.

??? Yes sir, you are, very wrong. If you bothered to go through this thread, you would've noticed lots of fine examples(not perfect, but good enough for now) of car sounds from multiple games, some older than some of the forum members even!:scared: So we(a collective of discontent GT fans) expect more from GT5 than just reusing old crappy sounds, just with higher fidelity.(the PS3 offers)
 
It seems to me a lot of the sounds we have heard in these demos are Prologue spec, and I do think a lot of these demos date back to Prologue or soon after, as they don't have the same physics as the Time Trial

And in turn, not all the sounds in Prologue are the same, some sounds seem like Gt4 spec, while others are quite decent. The Art Morrison doesn't sound too bad when I test drove it yesterday in Prologue

not direct cap though, but I'll make one later
 
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It seems to me a lot of the sounds we have heard in these demos are Prologue spec, and I do think a lot of these demos date back to Prologue or soon after, as they don't have the same physics as the Time Trial

And in turn, not all the sounds in Prologue are the same, some sounds seem like Gt4 spec, while others are quite decent. The Art Morrison doesn't sound too bad when I test drove it yesterday in Prologue

It's sounds nice, but nothing compared to the real thing

 
That's the whole point.

I was playing GT4 earlier and I was stunned that the XJR9 had the same samples as the XJ220; the former has a V12, the latter has a V6 - you do the math.
 
That's the whole point.

I was playing GT4 earlier and I was stunned that the XJR9 had the same samples as the XJ220; the former has a V12, the latter has a V6 - you do the math.

Heh, I posted vids of both of those engines earlier in the thread :dopey:


Canadian STIG is only wrong in that game sounds will never be the same as the real thing, though it will eventually be so damned close so as to fool the layman (as graphics should much, much sooner...)
There's too much to take account of that our current method of reconstructing the sound of an internal combustion engine, as it is installed in an automobile, just doesn't cut it. (Blended samples? Really? We moved on from pre-rendered backgrounds over a decade ago!)


There's no harm in discussing the ideal, so long as we don't start sending death threats left, right and centre just because the game won't meet our lofty and probably unreasonable expectations.
I still can't believe we're going to get proper physics to 1000 cars...
 
the cars aren't modelled individually. The stats are entered and the physics engine handles it all in real time. Seems to work well, as even in Prologue with it's inferior physics, all the cars felt different. The Viper actually felt big, heavy and muscular!
The 599 seems to shake the wheel more, through the FFB, and feels twitchy like a dog on a leash.

It was like that in GT4 as well, but Prologue takes it up a notch and GT5 will be even better
 
So you're saying that there is only one model, and then numbers / coefficients / stats are entered individually for each car?

I'm pretty sure they've been doing this since day one... it's the physics model that has changed (and with it, no doubt, the required information per car).


My point was that, if GT5 truly does have realistic (proper) physics that are at least an appropriate representation of each of the 1000 cars, that in itself will be one hell of an achievement, and is really all I want from the game. It's been my "dream" for some time.
 
Yeap according to Kaz, that's all they do, enter vehicle stats, and they handle like they should in game automatically.
Physics are step up for sure. In Gt5P, if you pull the handbake at speed nothing happens if your straight, do that in the Time Trial and you'll flying out of control
 
I stumbled on this site a while ago. I'm not sure if I believe these are all synthesized sounds. They sound too good.

http://www.sonory.org/examples.html

Wow! Thanks for this! Well, my synthesiser is a long way behind theirs, though my V10 sounds more like a V10 :P Their boxer four ("japanese opposite engine") sounds disntinctly synthy, and eerily like my own, minus all the filtering and effects :scared:
I think I recognise the name "Sonory", I must have stumbled across them whilst doing my preliminary research - they didn't have anything like those examples available at the time, though.

This is too cool!


I have to say, the American V8 is definitely the most impressive.

I wonder why they wrote this, though :rolleyes:
Sonory.org
The SESS sound has a rich spectrum and a wide frequency range. We recommend that you use quality acoustic devices at high volume to listen to our website materials.
 
It's a sample-based method: wavetable synthesis, like an electric piano, or MIDI.

Mine will probably end up the same way, but I will implement samples completely differently (assuming it'll "work"...)

LFS only uses one sample, and it's "just" white noise. Not bad, eh?
 
I....need a cigarette.

EDIT: You know what? It's a damn shame that even those sounds are ages better than the samples used in any GT game, and they aren't even recorded from real vehicles.

Just...Wtf? :odd:
 
Griffith:
When you say sample-based method, are you implying it still uses bunch of samples, but the samples themselves are created synthetically? If you're doing it yourself, don't be shy to elaborate. I just worked with recorded samples, so I haven't got a clue how you synthesize one. Also, I wonder how taxing are these samples, because I can see more than 20 samples per whole rev range, and then they mention there are equal amount of samples of underloaded engine, so that's a lot of samples all together.(I worked with 7-9 samples per sound, probably the same, or more than PD!:P)
 
My method, if it works, will only have a collection of samples for certain "conditions" (I don't yet know what will work best, my CFD skills are poor...) in two or three areas of the engine. These samples will be blended according to some other conditions to make a composite sound, per cylinder (though the samples only need generating for one cylinder) for intake, cylinder and exhaust, and these then blended and manipulated according to the engine's configuration and plumbing geometry. The benefit is that the samples can be very short, of the order of a hundred milliseconds at most, I think. So I could easily have over 200 samples per engine.
The biggest problem is real-time running on current hardware. CFD is certainly not do-able in real-time, even if I fake it with a non-compressible model (ridiculously inaccurate), and my simple pulsetrain generator (a wavetable synthesiser with variable sample delay, essentially) is pretty heavy going on unoptimised code.

The ideal case would be that the result of my CFD hell will show me that I can easily synthesise the sounds I'm looking for, and then it may well be a realtime process for the next generation, with the need for no samples, whatsoever...

The point, though, is that the real-world numbers fed to my model would ideally generate a close approximation in one pass (time will tell on that one), then it's up to the artist to tweak the various (many, many) parameters to bring the sound closer to the real thing. So, in a way, the artist's job is made both easier and harder :dopey:


Sonory's demos have convinced me that it is entirely possible to synthesise a convincing engine sound from scratch, so I'm happy for now!

But, regarding their method, I'm not sure if only two groups of samples is enough to cover the range of engine load, throttle position variations etc. that's why a different parameterisation may be useful in my case.

What's your experience there? Are two samples at one rpm really enough to cover the range of timbres? Sonory could of course supply more samples to the client, but that really isn't going to please the artist too much.
 
Might be Ok to synthesize the difference between 1 type of engine to another, but what about 2 different incline 4?

Also an article about creating engine sounds for games
http://www.gamasutra.com/view/feature/2935/capturing_engine_sounds_for_games.php

check the author's credits :)

partial list

Need For Speed Shift – EA/SMS
World Racing Series – Piboso
iRacing Motorsport Simulations
SoundRacer - Car Audio Plug-in
Speed Racer - Sidhe Interactive/WarnerBros
SuperCar Challenge
Ferrari Project – SMS
Superstars V8 Racing – Codemasters/Black Bean
GP Bikes - Piboso gp-bikes.com
Real Racing – Firemint
NitroStreet Racing 2 – Gameloft
SoundBeast - Car Audio Plug-in
Colin McRae DiRT – Codemasters
BMW M3 Simulator - Blimey! Games
BMW/Intel F1 Simulator - ISI
Indianapolis 500 Legends (Wii & DS)
Test Drive Unlimited –Eden Games
GTR2
GT Legends
GTR
 
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