Engine sounds..

  • Thread starter Thread starter GTO_VR4
  • 88 comments
  • 5,526 views
Originally posted by code_kev
Oh but I do ;)

Wrong. Apparently you didn't click on the link in my post that leads you to the AUP and the rules listed in it. Try it sometime, and see how wrong you are.


Anyway, wtf are you on about, I didn't even bash him in that post :P. Try reading what I put, before stomping about, throwing the rules at people.

First off, I'm not "stomping about" or throwing anything; only letting you know of the rules before you started in on cobragt again, just in case you didn't know the rules around here. ;)

Second, I don't remember saying that you bashed him in that post. I said "'you have no right to bash him at all.'" That means ever, in your past and future posts.


Oh and I NEVER ignore people, that kinda misses the point of a forum.

Like a little S&M, do we? :D
 
I have read the rules in the past.

Note how I put a wink at the end of "oh but I do", meaning I meant it in jest. Anyway, I only bash cobra when he talks crap ;).

I'm not the kind of person to just lay into cobra, or anyone in fact for no reason.
 
Damn, that would be the kind of thing you'd have seen in the X-Files, CobraGT and his nemesis Code Kev...Are the same person, whoa didn't see that coming.
 
With the engine sounds deal, I think it can be quite challenging. I mean, think about it. You take a Corvette C5 and record its engine sound. Then you have to see how it would sound with a racing muffler. To me, it would be too much work, so that's why in Gran Turismos 1 through 3 (and maybe Concept as well) have sounds which are very similar, especially with the racing muffler deal. But in a way, I think GT3's engine work wasn't as bad as GT2. Remember that in GT2, that your rival cars had generic noises instead of real ones like in GT3 (although I am no judge to how cars SHOULD sound). I mean, I think having the real sounds of the cars is what improved GT3 in the sound department.

This is off-topic, but when I heard (or tried to) the GT4 Demonstration from my PSM magazine DVD, I think the brake squeals will sound a little more real. The brake squeal from past GTs got to be a little redundant, so GT4 will have more realistic braking sounds. But I'll need to look at the McLaren videos again, and then listen to the brake squeals as the mean ol' McLaren F1 GTR hauls ass across the world's tracks available in GT4.
 
Yeah...back to the topic in hand...the best game I've ever heard for engine sounds has to be Need For Speed: Hot Pursuit 2.
The Ferraris, Porsches, Dodges and Chevrolets in the game all sound brilliant and, what's more, they all sound different.

I accept that GT4 have a heck of a lot more cars to put in but if they could just increase their range of generic sounds to include slightly more distinctive tones, it would be a much more enjoyable experience.

Here's hoping....
 
I hope they do a better job on sound in Gran Turismo 4 then they did in GT4:P. I was hugely disappointed in the sound of the G35 and 350z in GT4:P. Man when I heard that engine sound for the first time in real life I nearly peed in my pants. But it sounds so uncool in GT4:P. I do like the sound of the Mercedes and also the Trial Celica.

I think the best engine sound in a game has got to go to Colin McRae 4. Oh god, sometimes I play that game just to listen to the engine noises they are that good. I mean you can hear the engine pop and crackle when ur coming down the rpms, you can hear the engine strain when u gas it up top and you can see the flames coming out of the exhaust.... I mean even the idle sound of the cars sound nice (yes I have intentionally stopped the car and listened to the car idle)

Anyway, I have high hopes for GT4 and for goodness sake, get the VQ35 engine right! i mean it IS supposed to be Kazunori's fav car...
 
I hear from other GT4p players that the sound of the cars has improved. But, the game doesn't have the final sound effects. According to the PSM article here someplace, PD is still improving, and working on, every area of the game.
 
By my recollection, PD tried some new stuff with GT:C (namely the zonda sounds!). It sounded tons better than GT3, but was still missing a bit of that meaty resonance you get from a big 8.

Bout the gears, a straight cut gearbox isn't used to change gears without the clutch. You can do that with a regular gearbox easily enough by rev matching (all that heel toe shabang isn't performed for nothing). I learned to shift without the clutch in a suzuki swift!

A straight cut gearbox is used to recover the appauling power loss through the transmission. A regular tranny will lose about 15%, but a straigh cut will only lose about 5-10%. Only catch is it makes a LOT of noise doing so (that 5% is noise :p). It drowns out engine sounds in anything up to a v8 supercar (watch that on tv, they really have noisey gearboxes that masks a 650hp 5L v8!).

Back to sounds. You could genericise the sounds but modify them with a snyth. You could use a simple flag system to say which effect and how much, and you could tweak those flags with the modifiable parts, following the same procedure for every car (almost!).

For instance, you would definitely have a few modifiers to make the sound more interesting according to rev range. You have idle, coming onto cam (boomy exhaust note kicks in!), then intake whoosh, maybe modified further up by a "crapness" (technical term) to alert you to shift. In reality you can hear when to shift in most cars (rotaries excepted) purely by the engine note. You also get the boomy exhaust note from lifting off. This is caused by shutting off the inlet, which gives you engine braking (See: negative torque, compression braking, etc). It's this that brings a sample alive. Samples by themselves are crap.

Those are the simple generic adjustments, but you could change the levels applicable to each per car without costing much memory or space.

Then the mods. A stainless straight through exhaust has a hell of a lot more boom! Most race exhausts provide this change with very little exception. Simple modifier flag. Inlet changes to high flow will also be evident in the upper end of the rev range (volume increase).

Changing a subaru from a standard twin tip exhaust to a high flow single tip gives you that proper "dug dug dug" boxer sound. This applies to all boxer engines (vw beetle, porsches, etc)! Porsches have variable inlet lengths, vvt and l, and thats why they make that great raspy rattle. Again, simple modification of a generic "boxer 6" sound.

I think you could get away with as little as 20 base sounds, and with say, 10 flags per car you could have the sounds done. Then throw in some "parts" alterations which could generically effect different engines (saves having to do alteration flags for each car), like boxersound=1, resonance_exhaust=1, vol=8, overrun_vol=6, which wouldn't cause a 4age to sound like a subaru, but would make the exhaust louder and boomier on the overrun.

Just throwing ideas around. Not that PD would ever read this, or that anyone here actually would care. :p

Now, try to shoot me down...
 
I decided I wanted to add more commentary to this thread because I feel that engine sounds would have to be done just right without having the sort of troubles faced in GT3.

Like I checked out my taped shows of "On the Limit" and listened to the engine sounds of the JGTC cars. For the uninitiated, "On the Limit" is about the only television coverage America will get of the past JGTC season. This was the second year of "On the Limit" on SPEED Channel. I compare the sounds of the Supra, Skyline, and NSX to the GT3 sounds.

The Supra sounded aggressive and almost reminds me of the Mitsubishi 3000GT in Gran Turismo 1 with the racing muffler. In GT3, it didn't sound as close.

The Skyline sounds a little like a British car in GT competition. The Skyline sound in GT3 was quite annoying now that I've played through most of the game. The GT3 variant had about the right idea.

The NSX kind of sounds like a low-speed Indy racer. When I first played GT3 at a Best Buy store, I thought it had a nice engine note. But now that I've overheard the sound of the thing, it wasn't really a remarkable sound anymore.

I don't know if any game has ever got an American V8 sound right. They don't sound as mean as our real-life American counterparts. Heck, British cars sound more like American cars, just that British motors are sweet, from anything of TVR to that small, but deadly Mini Cooper.

This is a good topic, even though I didn't make this one. Anyone want to talk more about this? And are there any suggestions for sound you may have?
 
JohnBM, the brakes don't squeal in any Gran turismo game, it's screeching you've heard in GT4 video clips and it comes from slightly locking tires..
 
for me i think that the way to make it better is to put more accurate fomula to generate the sound of the engine. lets say how big is the mulffler, how many piston there have( how often the engine beats in a second ) and so on, and from there they can know how much they need to adjust so can get the good sound. i think its posible to be done, and its posible to get the best sound without doing so many HOMEWORK.
 
Speed Drifter, I thought the sounds were a little different, that's why I noted that. I wasn't sure. But anyhow, I don't know if getting a sound perfectly involves actually recording everything properly, or if there are "licensing issues" with these sounds. I mean, you can tell between a Honda Civic with a Borla muffler and a Chevy Camaro with a Flowmaster, right? An Audi R8 and the Bentley EXP GT, however, both sound a little different. So do you come up with a sound byte that will "substitute" one's sound with another? Like I said, I like all Gran Turismos, but Gran Turismo 2 was the worst effort in getting sounds of rival cars as if I raced them. Gran Turismo 3 had sound effects that kind of gotten old. I mean, tune a Nissan Silvia with a racing muffler, and it sounds like the Pennzoil Skyline. Not true at all.

So, I don't know if anyone's ever came close to their coutnerpart except for maybe F1 car games and NASCAR games. The thing about GT/sportscar racing is that everything is so varied. You don't really have a spec-racing series where everyone runs the same engine with the same specifications. No. Things are different. A BMW M3 GTR sounds much different from a GT Porsche. I don't know how we can get the engine sounds done right. It may be up to PD on this one. And in terms of racing mufflers, I don't know what the muffled versions would sound like...
 
on the sound topic, I've found the best engine sounds in a game so far are in GTR, the new game coming out this summer from Simbin. Everything is so tight, and the camera modes affect the sound like it should. Colin McRae rally 04 has awesome sounds in general, not just the engine sounds, and PGR has wonderful sounds for almost all the cars (for reference, take the trans am for a spin, crank up the volume and mess around with the throttle coming into turns, or just let go of it at speed and let the sound shake your teeth.
 
Originally posted by GTO_VR4
I just hope GT4 doesnt have that whirring noise, i think somebody said it was the transmission making the noise..which still sounds like crap..

That sound is the rather accurate re-production of the sound of straight-cut gears in a racing transmission. If you've ever heard a gearbox w/ straight cut gears from inside of a race car, you'd quickly note how loud and 'whirring' it is.

That being said, I think the engines still sound rather lame. I've heard that new GTR game nails the sounds down pretty good.
 
RedOak
Well its important to understand the limitations of the Console too.

If GT was a Computer Game, there would be less problem in incorporating different sounds for every cars, but on a Console, that's another story.

Take any cars, and you'll have between 50 and 200 sounds just for it. If every car is different, without forgeting all the Turbo, exhaust and NA modifications that occurs, you multiply those numbers almost exponentially. So you end up with 400-600 possible sounds for each car in storage.

That alone, compatible 5.1/DTS/Dolby D/THX or whats not, is again, times more sounds.

Now put all that in .wavs... between 100k and 2megs each...

Then multiply by the number of cars. 500+?...

you have a whole DvD disc dedicated ONLY to sounds. Naturally, you wouldn't want to swap CDs between every race to load the sounds.

Also, all those sounds have to be loaded in the memory of the Console (times 6 cars)... then add the Track sounds, and generic effects. Then load the music.

I think that gives a pretty good idea how why it'll never happen.

It'd be VERY cool to have the possibility of doing this, but its just not possible at this time concerning the console technologie. Even with a HD.


Now a good solution, is to make a somewhat generic sound for every engine types, then for every HP margins. Then multiply by the TURBO, Exhause and/or NAs and you have a whole lot less possiblities, which is very doable. Add to that specific sounds for vindage and special cars (Ford GT as a rather unique sound as an exemple that comes to mind), which can then be 'added' as a "bonus" to pack up the Sound folder to its very limit.

But its unrealistic to ask for specific sounds for everything. But damn it'd be cool as hell indeed! ;)

--------------------------------------------------------------------------------------------------------

cubits
By my recollection, PD tried some new stuff with GT:C (namely the zonda sounds!). It sounded tons better than GT3, but was still missing a bit of that meaty resonance you get from a big 8.

Bout the gears, a straight cut gearbox isn't used to change gears without the clutch. You can do that with a regular gearbox easily enough by rev matching (all that heel toe shabang isn't performed for nothing). I learned to shift without the clutch in a suzuki swift!

A straight cut gearbox is used to recover the appauling power loss through the transmission. A regular tranny will lose about 15%, but a straigh cut will only lose about 5-10%. Only catch is it makes a LOT of noise doing so (that 5% is noise :p). It drowns out engine sounds in anything up to a v8 supercar (watch that on tv, they really have noisey gearboxes that masks a 650hp 5L v8!).

Back to sounds. You could genericise the sounds but modify them with a snyth. You could use a simple flag system to say which effect and how much, and you could tweak those flags with the modifiable parts, following the same procedure for every car (almost!).

For instance, you would definitely have a few modifiers to make the sound more interesting according to rev range. You have idle, coming onto cam (boomy exhaust note kicks in!), then intake whoosh, maybe modified further up by a "crapness" (technical term) to alert you to shift. In reality you can hear when to shift in most cars (rotaries excepted) purely by the engine note. You also get the boomy exhaust note from lifting off. This is caused by shutting off the inlet, which gives you engine braking (See: negative torque, compression braking, etc). It's this that brings a sample alive. Samples by themselves are crap.

Those are the simple generic adjustments, but you could change the levels applicable to each per car without costing much memory or space.

Then the mods. A stainless straight through exhaust has a hell of a lot more boom! Most race exhausts provide this change with very little exception. Simple modifier flag. Inlet changes to high flow will also be evident in the upper end of the rev range (volume increase).

Changing a subaru from a standard twin tip exhaust to a high flow single tip gives you that proper "dug dug dug" boxer sound. This applies to all boxer engines (vw beetle, porsches, etc)! Porsches have variable inlet lengths, vvt and l, and thats why they make that great raspy rattle. Again, simple modification of a generic "boxer 6" sound.

I think you could get away with as little as 20 base sounds, and with say, 10 flags per car you could have the sounds done. Then throw in some "parts" alterations which could generically effect different engines (saves having to do alteration flags for each car), like boxersound=1, resonance_exhaust=1, vol=8, overrun_vol=6, which wouldn't cause a 4age to sound like a subaru, but would make the exhaust louder and boomier on the overrun.

Just throwing ideas around. Not that PD would ever read this, or that anyone here actually would care. :p

Now, try to shoot me down...





:dunce: :dunce: :dunce:


btw: HPA Motorsports golf and impreza wrx sti have got same sound in gt4
 
In GT 3 the sounds were lame to say the least but it still gave you something to turn up the sound on and have some fun. But with GT 4 the cars all sound great from idle to acceleration and you have to have the sound up on this one to get the rumble going from idle to have muscle car thumping or a tuner blasting through the streets to a wild tuned race car the sounds in GT 4 are incredible I would have to say and will probably get even sweeter next time.
 
Why did this post get brought back up after a year of absence :P

I thought most of the sounds weren't as authentic either, but I have 3-Foot Tower speakers and forgot I had RCA jacks in the receiver for them, and just recently hooked them up to the PS2, the sound is actually better in most cases, but still you don't get authentic sounds obviously, you just hear the car sounds a lot easier, and you hear more sounds.
 
Using the optical jack along with a stereo reciever helps out alot too. A 6 speaker stereo, with 2 stereo speakers, really gives you alot better engine sound, no where near the real thing, but after hearing the Spoon Civic Type R scream down the quarter, or even through the tunnel on Cote Azur, it shows what the game is really able to do. 👍
You can't have the sound come through on your standard tv, and expect it too be high quality. Thats like complaining about HDtv looking the same when you don't have a HDtv television, or the RBG cords. 👎
 
I have no idea what you guys are talking about...I thought the sounds in GT3 were amazing as is. If you play in 3rd person or with music, you most likely don't appreciate the game as a true enthusiast would. The only complaint I had with the GT3 engine sounds were that taking the NSX for example, all of the variants would use the same engine sound. Although the engines are for the most part very similar, there was a switch in '97 and also the Type R and S Zero had sound dampening materials removed resulting in more interior engine noise which could have been included in the game but they didnt.
 
I hate the sound effects in GT4, the engines are too weak, even turned all the way up. Forza however, got them pretty downpat.
 
Look here, homie. The rule of thumb around here is, don't revive old threads unless you have something relevant to contribute. What's the point of bringing back a thread about Le Mans in GT4 when all of us already know? What's the point of talking reviving a thread about Nurburgring Nordschleife being in GT4 when there's nothing to really talk about? I don't want you to get Banned, so I'm trying to help you. Otherwise, you're looking at Duke or somebody banning you from GTP. Just trying to help you, Videogame Adict (by the way, it's spelled "addict," or did you intentionally spell it "Adict?"). 👍

Now that the game is out, the majority of concerns when it comes to car sounds is that the American cars sound weak with a Racing Muffler. You know me. I'm not picky about my own nation's (America) cars, so I really don't feel phased about it. They do sound a bit weak, but not sounding like a blender or something. I have a 2005 Ford Mustang GT with a Racing Muffler, and sounds a little off at speed. I have a Burgundy Metallic 1969 Camaro SS, wanted to make it my own muscle car tuner. Of course, I'd want to have that Shelby GT350 KR (correct name?) in my garage, make that my pure tuning car. Other options? I may have a weird project lined up with the 1960s Pontiac GTO.

The most improved sound, to me, from GT3 has to be the Ford Falcon XR8 Race Car. The machine sounds more like a V8 Supercar than something rather weak. I already love the sound of an Australian V8, so it gets better with that Ford Australia race car. It's good sound at 450K Cr., and also performs as good as it sounds. So get it already, eh? :odd:
 
I have one question...Everyone from you know what sound has Subaru Impreza. I like that boxer engine sound. But in gt4 Impreza wrx sti has weird sound. Why??? Can I change it somehow?
 
i no what u meen mistral1, i currently have a impreza qith a hks exuast with cat bypass and they sound awsome, but put a hks exaust o, on gt4 and it sound nothing like it gt4 is going wrong sumwhere !!!
 
toska1
i no what u meen mistral1, i currently have a impreza qith a hks exuast with cat bypass and they sound awsome, but put a hks exaust o, on gt4 and it sound nothing like it gt4 is going wrong sumwhere !!!

ok im gonna try it!
 
I don't think the sounds are any different from any tuner firm. I haven't tested this, but for what I know, all seem to be the same. So if I had a tunable car and decided to go to HKS, Trial, and Mine's, for example, if I buy a part from either, I don't think I'll get much out of it. In other words, buy a set of brakes from Trial or someone, and it's no different if you go to another group. Basically, the Tuner Village offers some of the same parts from the regular car company, only with a few exclusive upgrades like the Stage 5 Turbo. Henceforth, I don't think you can tell the difference between a racing muffler from a regular car company, then a racing muffler from a tuner.
 
Back