GT5 Sound Thread

  • Thread starter Marry_Me_GT
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We had a rotary disscusion awhile back, but this angry weird little engine sounds good to me!:D baaarrrp baarrrp baaaaaarrrrrrp!

Hope that get's translated nicely into the game too...
 
^ there is quite a bit of clipping and distortion going on in the video, so it's much like Shift in that regard :)
Not really accurate
 
Ever since i heard the new grunt of that reworked V8 in the lexus ISF fuji video, I am throughly satisfied.
 
Fantastic sound!!!
The clip at 4:07 as it goes through the chicane actually really looks like Gran Turismo!
I'd love if GT had these sounds, shame it likely wont come close to that(ie. giving you chills).

I know,a few scenes from that clip would make second guess whether that was a real shot or a scence from GT5 if i didn`t know any better. And OH THE SOUND of that thing :scared:
 
^ there is quite a bit of clipping and distortion going on in the video, so it's much like Shift in that regard :)
Not really accurate

In fact, some distortion would be like touch reality recorded by digital camera the same way as few highlighted areas in GT's graphics engine are.
Engines are loud and microphones aren't always able to catch all of them without distortion. It's their choice.

Main problem of GT sound lies somewhere else though. In old sample blending engine with only few samples and bad way of recording engine sounds. Therefore it sounds like cars are cruising when they are revving like mad dogs and just most awful cases are just fastened sound from 4k to 8k rpm.
 
Totally agree RedBaron.

I still do play GT5 prologue with G27, but the sound is really what sometimes make it, so boring... Increasing the volume doesn't change a thing, it only makes it more annoying than before (but i do love the sound in most car around 2000 to 4500 RPM in high volume like the Audi R8, F430, 599, Viper etc..).
 
Sounds need character. Spot on realism is not needed but they have to make push that pedal harder. There are many games that nail the feeling right but purist swon't of course be satsfied with them.
 
Even supercars can be quiet and civilised on part throttle at low RPM, but are far more violent when given some stick.

It's as if PD record the engine notes only at this part throttle, low RPM state.

In Forza 3 it's quite noticeable not just how accurate the engine notes are compared to GT5, but how complex they are too, resulting in quite distinct engine notes dependent on throttle and RPM.
 
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There are times when PD can't record the full rpm range. Swerv_Griffin, who got to be there when PD was gathering data on the Sema winning Mustang Trans Cammer, told us about when they recorded the car. They asked, very nicely, if they could hold the engine at WOT for what Swerv says felt like two minutes. The builder okay'd it, but was worrisome the whole time. They also went up and down through the revs several times. This is the kind of recording that leads to the cars that sound good, like the Art Morrison Corvette. He also learned that sometimes they have to gather their data on cars in a museum setting, and, or with owners unwilling to let them run the engine the way they need to. That results in the weaker sounding cars. Though that only carries so much water, and doesn't explain the poor sound of some very common cars, that PD should have easy access to be rough with.
 
Your right, but the problem with Forza 3 is that they only focused their sound quality in a first person view. Listening outside in replay mode is a different story. In GT5 prologue, when a car past by it seems like the exhaust is shooting at you, while in forza 3 wherever you looking at it's almost the same. Here's the example

Forza 3


GT5


I think GT5 has 3 sample in one car back,front, and inside (sometimes in the side for viper SRT 10, tuned), while in forza 3 it probably has 2 samples, if not 3 samples, but mixed in one spot of the car. That's why when it pass by it sounds like your inside the car.
 
Your right, but the problem with Forza 3 is that they only focused their sound quality in a first person view. Listening outside in replay mode is a different story. In GT5 prologue, when a car past by it seems like the exhaust is shooting at you, while in forza 3 wherever you looking at it's almost the same.


I think GT5 has 3 sample in one car back,front, and inside (sometimes in the side for viper SRT 10, tuned), while in forza 3 it probably has 2 samples, if not 3 samples, but mixed in one spot of the car. That's why when it pass by it sounds like your inside the car.

Exactly I really do enjoy Forza3 sounds, but in replay mode it really is missing that outside car sound rawness. GT has it, when the Aston Martin drives by in replay mode it sounds AMAZING. Even in interior view it sounds good but what i like about GT is it makes the car sound different from interior to exterior. Good observation 👍
 
If PD could just make a very realistic sound, just like in GTR EVO, or Iracing, then add the GT5 prologue sound quality. You got your self the most realistic sounding racing sim you'll ever play. Even Iracing is having trouble in their replay sound. But then it's all about driving in that sim. :D
 
Damn i thought the vette sounded good in GT5P. I never knew how serious the Vette was until i played GT5P. On the 5.1 the Vette shakes the down stairs lol my fiance gets so madd when i turn it up! 👍
 
The vocal sound in GT5 prologue Z06 exhaust was accurate IMO, but the problem is the engine sound. It's missing the grunt of the engine.


I can't find a high quality one
 
The vocal sound in GT5 prologue Z06 exhaust was accurate IMO, but the problem is the engine sound. It's missing the grunt of the engine.

I can't find a high quality one
That vid sounds nothing like the game.

A little better ambient sound:
 
after i saw time trial i'm calm about sound in GT5.

listen from

3:10 everything after 3:10 is pure awasomnes with THE BEST doppler effect to date. the little tuned 370Z is ANIMAL

especialy 4:05


Problem with GT5Prologue was with FX sound effects and Env sound with almost no doppler.

So m3/R8 is to metalic because of FX effect called filter and bad mastering.
 
Welp, Forza 3 didn't get the Mazda Furai sound right, and it has one of the most amazing sounds in real life.... like a whole bunch of F1 cars driving in unison....We'll see what PD can do in comparison :)

If PD messes up the LFA and Furai I'm gonna die :nervous:


real - PD needs to emulate that looseness in the tranny, so you get those warbles on each gear change.
 
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I've always thought that the biggest problems with GT's sound has been that 1. the engines don't sound vicious enough. They need to have more of a a snarl to them. There should be exhaust pops and backfire under braking. And 2. The gear changes are too tame and predictable. Its the same sound every time.Take that Furai video for example, the gear changes create a different popping sound every time. I wish PD could replicate that in GT5.
 
Totally agree ^^

Has an one here notice the backfire sound in GT Academy demo (Japan version 370z tuned) while down shifting? That sound was bad ass, but I can't hear it in U.S. and U.K. version.
 
Totally agree ^^

Has an one here notice the backfire sound in GT Academy demo (Japan version 370z tuned) while down shifting? That sound was bad ass, but I can't hear it in U.S. and U.K. version.

oh wait, weren't the versions supposed to be the same?? :ouch: :dunce:
 
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