GT5 Sound Thread

  • Thread starter Marry_Me_GT
  • 5,638 comments
  • 545,794 views
Found another Z06 Corvette incar race vid on Tsukuba. With a nice mix of cars, looks much like a GT style race, apart from the Porsches :)
Note how loud the other cars are, even from the interior view - they're all tuned though - especially the Ferraris

Open windows do that, they make things louder than closed windows.
 
That's a couple of things we have yet to see in GT5 the backfire and the red rotors.
Backfire was in GT4, and apparently GTPSP but I'm wondering why they havent been shown in GT5 demo's yet. I really hope backfire is included as it adds so much more personality to the cars, makes them feel alive.
They need to hire the audio guys from Dice...bad company, bf1943, and BC2 have the best sound quality of any video games I've ever heard. None of it feels contrived; it is all so dynamic feeling. Like when a plane flies past it just sounds spot on. I know the games are nowhere near similar, but I think similar audio concepts could be used.
That is one thing that EA/Dice does amazing, the Battlefield Bad Company series has the most impressive sounds, the echo's from the gunfire, bulletshells hitting the ground, explosions, etc. All top notch (even on stock tv speakers).
 
Whoever posted that vid of iRacing used pretty much the worst vid as "proof" that iRacing's sounds are bad.

1) iRacing's sounds are TERRIBLE when viewing a replay from outside the cockpit. However, in-car sounds are all actually pretty good, albeit not perfect.
2) The Legends car has a motorcycle engine. It'd be like expecting a lion's roar from a domestic house cat.
3) YouTube is about the worst place to judge car noises in general, especially that of a video game.
 
Whoever posted that vid of iRacing used pretty much the worst vid as "proof" that iRacing's sounds are bad.

1) iRacing's sounds are TERRIBLE when viewing a replay from outside the cockpit. However, in-car sounds are all actually pretty good, albeit not perfect.
2) The Legends car has a motorcycle engine. It'd be like expecting a lion's roar from a domestic house cat.
3) YouTube is about the worst place to judge car noises in general, especially that of a video game.

I've played it, I still think it sounds bad. The sounds are strangely low reving, and never "scream" at the red line. Makes you hit the limiter all the time, they don't provide the right feedback
 
Ugh it still sounds like its "missing"

I hope that isn't the case in GT5 :/

http://www.youtube.com/watch?v=q7jPlJc0cTw
That is the closest interpretation I've heard of the 787B. The shift blip sounds kinda weird though. (rFactor)

You know, I think that's a physics engine fault; many of the race-type cars do it. The "wobble" ends up dominating the sound.

I think it's because the data they have for these cars is probably incomplete, and the "guesses" used to fill in the gaps cause instabilities in the model. A lot of the concept cars do this, too (Cadillac Cien, Audi Nuvolari etc.)

By the way, Bad Company 2 does have very good, entertaining sound, but it's a far cry from games like ARMA 2, which is much more realistic (but less cinematic).
I know which I prefer for a "simulation" environment.


Yes, iRacing's sound engine is old-fashioned - that's why it sounds "bad" in the "TV" views in the replay. The samples are certainly passable in-car, but are also a bit clinical and uninspiring at times - sound familiar? ;)


Love the fluffiness with partial throttle :dopey:
 
The tuned Corvette on GT5p has that 4 cylinder sound to it still? I really hope they fix this issue with when you put a race exhaust on your car it sounds like a Civic?
 
You know, I think that's a physics engine fault; many of the race-type cars do it. The "wobble" ends up dominating the sound.

I think it's because the data they have for these cars is probably incomplete, and the "guesses" used to fill in the gaps cause instabilities in the model. A lot of the concept cars do this, too (Cadillac Cien, Audi Nuvolari etc.)

By the way, Bad Company 2 does have very good, entertaining sound, but it's a far cry from games like ARMA 2, which is much more realistic (but less cinematic).
I know which I prefer for a "simulation" environment.

What do you mean incomplete? I don't follow what you are saying.
 
What do you mean incomplete? I don't follow what you are saying.

Presumably they have a physics model that relies upon certain data in order to correctly represent a whole range of vastly different motor vehicles. Some will be absolute, real world "measurements" from the car itself (or similar),whilst others might be a bit more, well, fudged from performance comparisons.

Certain real-world data might not be available, and it's difficult to match the performance of a car whose performance is either unknown, or closely guarded.
 
In the related videos:

[youtubehd]KCK33KjbXH8[/youtubehd]

What the chuff? :dopey:

If we can paint cars in GT5, that might just become my online "look"...


The end is interesting; two completely unsophisticated sounds coming from two of the worlds most awe-inspiring cars. How incongruous. :indiff:
 
I see... does Famine have some previous claim to cette image, or is he against questionably-coloured cars in general? :P

I imagine he may want the aforementioned color as his online persona (if he intends to use a single color, which I doubt).

That picture screams Famine to me... I can easily see it parked outside his purple garage door (yes, he does have a purple garage door).




;)
 
After going back and playing GT5p, some of the tuned cars sound pretty good. But overall, they are all lacking what sounds like a "real" race car. I'm anxious to hear the final product, but I hope that the audio quality is on par with the visual quality. Polyphony makes the most realistic looking cars ever and I'm sure that GT5 will have some real eye candy. I just wish the cars sounded like their real life counterparts, because it takes the game back a bit without proper engine sounds.
Also, I'd like to agree with one of the other previous posts that DICE does have some incredible audio in their FPS games - Battlefield is an audable eargasm.
 
51305-BARNEY-300.jpg

Oh, that's where I left my SLS!


p.s. It has tinted windows, it must be a standard car after all. :P
 
I imagine he may want the aforementioned color as his online persona (if he intends to use a single color, which I doubt).

That picture screams Famine to me... I can easily see it parked outside his purple garage door (yes, he does have a purple garage door).




;)

Of course! I was being dim... I imagine he'd want his cars to be indigo, whereas I'm going with purple... certainly not mauve, or lilac or magenta or violet :ill: [sidenote: bbcode and I disagree on colours...]
Barney recommends blue-violet with sea green accenting 👍

Back to the sound: I'm somewhat underwhelmed by the SLS. Sound-wise, I'd take the Alfa-Romeo 8C (even the original, inspiration for the current incarnation) any day.
 
Frankly I'm insulted by the comparison to those monsters of the sky! Your vid of the SLS is no different to the one I posted, either. ;)

EDIT: The 300 SL might be a better comparison, though it sounds like a straight 6. Comparing something of the same era as that Messerschmidt aircraft is difficult, though - most don't get run properly! Unless they're race models, like the W125;
 
Last edited:
Not exactly related to GT5, but this is what Gran Turismo engine sounds should ideally be.
Almost crystal clear recording of a race-prepped BMW M1 on a track.
To appreciate the quality (and the dynamic range of the engine sound, something that doesn't appear to have been simulated yet on GT) you have to watch it at 1080p on the Youtube website:



Griffith, do you think the sound has been "doctored" or is this simply the result of extremely good recording gear?
 
Not exactly related to GT5, but this is what Gran Turismo engine sounds should ideally be.
Almost crystal clear recording of a race-prepped BMW M1 on a track.
To appreciate the quality (and the dynamic range of the engine sound, something that doesn't appear to have been simulated yet on GT) you have to watch it at 1080p on the Youtube website:

[vid]

Griffith, do you think the sound has been "doctored" or is this simply the result of extremely good recording gear?

Well, the dynamic range of the recording isn't great - but then it's probably no different to wearing a helmet in the car...

The other thing is, that's a great example of cars of that era, which do all sound very similar to that, in terms of how the cars were tuned. Put simply, racing cars don't really sound like that anymore (there are always exceptions, mind...). If that car makes it into the game, we know we have a good point for comparison - other vids of that car have also been posted before.

By the way, the sound is the same for 360p through to 1080p; only 240p is different (mono) in this case.

This video has also been posted before, but the engine is only a "generation" after the one in the M1, but represents 30 years of progress in tuning, and it's definitely audible if not visible!

s38m1.jpg
->
BMW-M5_1995_800x600_wallpaper_06.jpg

S50_B32_Engine.jpg
->
norma_m20_engine.jpg


Top row: M88 engine as fitted to the M1 roadcar (1978); S38 engine as fitted to the E45 M5 (as late as 1996)
Second row: S50 engine as fitted to the E36 M3 (from 1996); S5? as fitted to the Norma M20 (2004).

The most obvious differences are in the intake designs ("open trumpet" vs. large plenum in recent applications), the exhaust manufacturing techniques and the ancillaries - notably the extensive use of variable valve timing which has a huge effect on the sound of the engine over the rev-range.

External comparisons: M1; M20

In an ideal world, a game would allow for a change in sound according to what modifications are made. This isn't really practical using current game audio methods.
 
Back