Audio reproduction in GT5P

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SALADINE1
I absolutely love engine and exhaust sounds in racing games.
Easily my favorite part of the genre.(Weird i know).
Having said that, is this what the final game will sound like?
Don't get me wrong, the engine sounds and exhaust notes are nice, but to me thats all it is...nice.
Take GTR2, GT legends or even the need for speed series.
The sounds are re created perfectly, not only do they sound right but it also captures the anomalies of racing.
.Clutch slip sounds
.Backfire
.Blow off Valves
.Aggressive rpm down shifts
.General splutter...etc..etc.
Maybe it just needs a bit of exaggeration to really give it an 'oomph' so to speak.

Another thing, maybe have different options for the audio settings, seperate adjustments for Engine,Tyre,Crowd and menu sounds.
What do you guys think?
 
X2!! GT5P is really good but it lacks in terms of AUDIO. I mean it sounds just like GT4 and yet we r on GT5 PS3......so audio on this game must be 10x better cause of all the power. GT5 better deliver on this....but I know they will! Crossing my fingers! :P
 
X2!! GT5P is really good but it lacks in terms of AUDIO. I mean it sounds just like GT4 and yet we r on GT5 PS3......so audio on this game must be 10x better cause of all the power. GT5 better deliver on this....but I know they will! Crossing my fingers! :P

I disagree, GT5P sounds 10x better than GT4.
 
The sounds are better, but I think the big problem is the volume. Some of the cars are too soft on the volume.
 
while PC sims as GTR2, GT legends etc have throatier sounding engine sounds, they lack winds effects and acoustics that GT5p does have, besides that it has 5.1 dolby digital so it has much better surround.
 
well the cars do sound like "road legal" cars and not "Racing Built Cars"... GTR and others have Racing Licensed cars... so there's no interior stuffing and the like... you get metal, metal and more metal... and a lot of empty space for sound to "bounce around"...

Get in a Astin Martin DB9 or a Ferrari 430 and you'll hear the engine alright, but they'll be muffled up because of the encasing (behing or front) and from the whole stuffed and leather padded interiors... I think PD reproduced "those" sounds rather then "race cars" with all the strap whining, track debris hitting the bottom and wheel gaps, the turbo valve flipping and all that other jazz.

Yet again a reminder that GT5 is not a "Racing Game" but a "Driving Game" i suppose... 👎
 
i think PD should do what forza did (because the sounds in forza are pretty amazing). im not exactly sure what the developers at forza did but i think they put the cars on the dyno and recorded their sounds...im not saying they need too...but its just a suggestion;)
 
Another thing, maybe have different options for the audio settings, seperate adjustments for Engine,Tyre,Crowd and menu sounds.
What do you guys think?

I would really like to be able to turn down the wind noise. I love to use the buttkicker, and with all the wind noise in gt5p, it drowns out everything else. My seat just rattles the whole time and renders the buttkicker useless.
 
Indeed it does but tuned cars tend to pop, bang and fart...a lot (Heads out of gutters ;) ).

None of these things happen in GT5P. They happen in DiRT for god's sake, come on.

Oh, I know, I was only disagreeing with the notion that GT4 = GT5P in terms of sound.
 
You can fiddle with the the audio setting in the options (3 options I believe), it helps you to increase the 'depth' of the sound a little.
 
i think PD should do what forza did (because the sounds in forza are pretty amazing). im not exactly sure what the developers at forza did but i think they put the cars on the dyno and recorded their sounds...im not saying they need too...but its just a suggestion;)

As far as I'm aware, PD have been doing this since at least GT2 👍

For me, the best car sound in a racing game is still the 1967 Ferrari 312 in Grand Prix Legends for the PC. They captured the spine-tingling noise of a 60's GP car perfectly.
 
Actually, Polyphony Digital records engine sounds by revving the car in neutral. This method is not the best for authenticity since the engine is not under load like it is on a dyno.
 
I like the sounds of GT5 Prologue, but when the car goes further away from camera, the game is lowering engine/exhaust volume too fast. When F430 came about me in real life, I heard it next two kilometers!
 
from the First GT as compared to the other racing games of the time the audio in the GT seriers has allways been blah. I hope they fix it but this is number 5 in 4 previous atempts they didnt get it, so I doubt anything will be different this time around. I hope I'm wrong because the audio is about the only thing they didnt make a million times better.
 
Actually, Polyphony Digital records engine sounds by revving the car in neutral. This method is not the best for authenticity since the engine is not under load like it is on a dyno.


According to the way they recorded (or arranged to) the 1960 Art Morrison Corvette (Sema winner) they like to take the cars to a track to record them in action on track (aswell as in neutral).
 
On the topic of sound: has anyone else noticed that the sound in cockpit view slightly points inwards the car (meaning that one stereo channel is louder than the other)? It's not really bad, but becomes quite annoying after a while when you use a headphone.
 
Actually, Polyphony Digital records engine sounds by revving the car in neutral. This method is not the best for authenticity since the engine is not under load like it is on a dyno.

Ah that would be it, cheers. I did know they recorded the real sounds, I have an article from GT2-era of the guys at Donington Park recording sounds and taking notes on handling. I assume they did the same for the first GT too, really.
 
On the topic of sound: has anyone else noticed that the sound in cockpit view slightly points inwards the car (meaning that one stereo channel is louder than the other)? It's not really bad, but becomes quite annoying after a while when you use a headphone.

The sound from the engine and exhaust comes from the point where they should, really. FR cars have engine noise from the front, and slightly offset depending on LHD/RHD, and exhaust from behind. mid and rear engine cars have both engine and exhaust from behind, again offset for seat position. Kinda neat with that localization, I think. I can easily hear which tire lets go, and the rumblestrip noise is really off the side, under both front and rear wheel. I like it. Now if only they could make the cars sound like thay had more than 11 horsepower I'd be happy!
 
Am i realistic in saying that Polyphony could indeed tweak the sounds for a final release or even a patch for prologue?
I would really love to drive a car without having a hurricane blast through my interior!
After all, the cars are the stars of the game, why not give them a mighty presence through aggressive audio, rather than just looks.

Just a note, even if i rev a 100kw car in real life it sounds pretty good no matter what engine it is. The game should recreate a similar experience yet i fell it could still do a better job.
If they are indeed recording sounds from neutral positions then surely they should look at recording under load.Add a few splutters and effects and bingo, beautiful sounds recreated faithfully with a touch of hollywood effects for good measure.
 
I agree that the sound of the cars is totally lacking. In GT2 the sounds of BOV's were so overexaggerated that everything sounded like a rally car, in GT3 they felt right as they did in GT4. But the F40 has a blow off valve the size of a skyscraper and is frightening on full-song, but you can barely hear the damn thing.

The Corvette is arguably the most awesome-sounding car of the game, but even that's too clean. The problem is PD records these cars and then clean up the sounds for better clarity, resulting in audio that's too filtered, too clean and I suspect... exactly what the manufacturers want.

Let's face it, Aston Martin don't want the sounds of their exhausts to sputter and fizzle in the game - it hints at poor engine tuning, lousy engineering and won't impress the sort of market that Aston aims for.

I suspect that as long as manufacturers hold sway over Kazunori, this will continue to be the case. The day PD release a game that sounds as good as NFS is the day I'll keel over and die!

;)
 
Aggressive rpm down shifts

GT has it, just use a clutch and heal n toe technique...


I don't know why people complain about sounds. GT5 I think may be one of only game(s) that recorded sounds outside and INside the car, Its very High def (unlike rFactor or GTR2 with poor quality definition)

All the other things mentioned, its only for show. These cars are sports cars not race cars, and its only a Prologue, I'm sure they will make more sounds for race cars, like backfires and whatever that slip clutch thingy is..
GT5 ususes some fliters or other thingies and making the sound sound a bit off... But i think its almost spot on.


Here are both M3s in game and real... Sounds pretty darn real to me in game.



Last video is GTR2 mod with new M3. as you can see, it sounds really bad quality, and its over the top LOUD!




I think GT5 got it GOOD this time.
People just expect so many Effects like NFS games give you which is only for show with normal sports cars.


sure in the end they could tweak it a bit, but PD is going in right direction
Or they are doing this on purpose so that once GT5 full game comes out, they will show off how much they improved ;)


I would worry about damange and weather effects in game, day night cycle too rather then sounds.
 
Saladine12
Just a note, even if i rev a 100kw car in real life it sounds pretty good no matter what engine it is. The game should recreate a similar experience yet i fell it could still do a better job

Exactly.

I'm love much with audio in general and that's one of the parts of GT series that I always put on test. I specially see that like a lack of point on GT series... their sound. I hope they could improve it on GT5. I'm not telling they have the worst race game sound because in fact their sound is so good, but they have too much to improve. For example, the GT5P sound have much definition and I really love the apex sounds (I think you call them apex on english? I'm not sure... I mean the red/white borders, we call them Pianos in Spain... yeah.. like the instrument due to it's keys). I also LOVE what they put as menu sounds & soundtracks... but sometimes talking about the FX I see many errors..

For example, even when you see a replay there's a big error.... because you listen the motor sound from the point where the camera point is... but unfortunately you also hear the "air sound" like if the camara was on the car... so it's a strange mix, and it's too bad. The real efect would be only that motor sound from the point where the camera is, and a bit of air when the car pass near the camera point too, but not what GT5P does on the replays (take a look to the F1 replays when you use the outside camera on fixed camera points).

Another big error is the crowd noise, on GT4 for example each time you stopped or was near to the crowd & changed the camera (for example, running on front camera where you only see the road and then turning it to back camera with the L1) the crowd noise started from it's beginning. It was like a silly loop, do it and you'll notice what I'm talking about. I've not checked it stopped near the crowd on GT5P, so I should analyze it too on this new one.

On the front camera too (where you only see the road) most of the times at high speeds, the air sounds much more than the motor... and that has no logic because on real life the motor sounds so loud that you even should hear the air so much on that camera point.

I always drive with no music and motor sound at max. The problem is that we don't have a motor sound equalizer.. just FX one.. and if you put the motor on loud volumes.. you're putting high too the tyre noise and the crowd noise wich in my honest opinion are maybe the worst part of all the GT games unfortunately.

I always dream on the day I'll be playing a GT game with a so real engine sound that makes me be insane, that what I only need (and day/night cycles plus weathers effects) and not damage really after all.

THIS SOUND, THE SOUND, is what really matters for me while playing, take a listen to this lovely example of what matters, this is tyre sound, this is insane loud engine sound, and the rpm gears sounds when changing on those 3 lovely videos, this is all.







To get a bit of this experience, on GT5P I play on extremely loud volumes to get that feeling (my neibourghoods know when I play hahaha) but unfortunately the bad point of all of this is that you can't drive so much hours because you really get a headhache... vote for GT5P with loud engines and ear protections included on the pack to get on reality sim, yeah :D
 
On the topic of sound: has anyone else noticed that the sound in cockpit view slightly points inwards the car (meaning that one stereo channel is louder than the other)? It's not really bad, but becomes quite annoying after a while when you use a headphone.

That's because the "sounds" are generated in the middle of the car [model], but you are always sitting to the left or right. Technically speaking, its the same way in real life.

However, with that said, if you can make out a distinctive difference between your left and right ear, that means the sound mix is poorly done...
 
Aggressive rpm down shifts

GT has it, just use a clutch and heal n toe technique...


I don't know why people complain about sounds. GT5 I think may be one of only game(s) that recorded sounds outside and INside the car, Its very High def (unlike rFactor or GTR2 with poor quality definition)

All the other things mentioned, its only for show. These cars are sports cars not race cars, and its only a Prologue, I'm sure they will make more sounds for race cars, like backfires and whatever that slip clutch thingy is..
GT5 ususes some fliters or other thingies and making the sound sound a bit off... But i think its almost spot on.


Here are both M3s in game and real... Sounds pretty darn real to me in game.



Last video is GTR2 mod with new M3. as you can see, it sounds really bad quality, and its over the top LOUD!




I think GT5 got it GOOD this time.
People just expect so many Effects like NFS games give you which is only for show with normal sports cars.


sure in the end they could tweak it a bit, but PD is going in right direction
Or they are doing this on purpose so that once GT5 full game comes out, they will show off how much they improved ;)


I would worry about damange and weather effects in game, day night cycle too rather then sounds.



I personally thiink the M3 is the worst sounding car in the game, once you get past a certain RPM level, the car gets this really whiny sound and it just sounds terrible. In the first video, the M3 clearly has a grunty and throaty sound to it, in the game, it does not (well only at low RPMs anyay)
 
Bottom line, GT5p still has some pretty terrible audio in comparison to the Racing Game industry "standards"... sad.
 
I know that the sounds are authentic and that they are tweaked a little to sound right for the game, but as someone said, the eventual recreations in the game sound filtered somewhat. It's like the rawness? of real life is lost.
Take Test Drive Unlimited for example.
If anyone has played it i think they would agree about the engine sounds in the game:
.FORD GT-What an amazing sound, like a pride of lions roaring in unison. Also, when changing gears you can hear a distinct rumbling sound in between rev loss, sends shivers down my spine!
.CAMARO -Again the distinct rumble at higher rpm's and between gear shifts
.MASERATI-Beautiful recreation of the real thing....etc.

Look, i'm not asking for an over the top audio track such as the need for speed series(even though they sound awesome), just dress it up a little to convey a sense of presence that these machines utterly deserve.
 
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