GT5 Sound Thread

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As far as STOCK SOUNDS go...

they should get all the Exotic, Classic, F1, La-Mans, Touring, GT, Rally and well known sports Cars sound on-point...

but regular cars like AE86,Civic, Jetta... you get the point... those kind of car most ppl could careless about the STOCK sound...

as far as MODS go...

PD needs to address the Exhaust Modification... With or Without or Deleted Resonator, Straight Pipes, Dual Exhaust, Cat-Backs... they all sounds very different depending on what engine we talking about... i doubt PD will be bringing that to the table... but we will just have to wait and see.

You can't do that, really, with recorded samples. That will have to be procedurally generated from data, and emulated via a few parameters (generated from the geometry you described) and then thrown through some Digital Signal Processing ("synth") to get the desired effect. It's piss-easy for fictitious, no-name aftermarket stuff, but doing the same for the production items is tricky - recordings are required.

The same applies to overrun effects. Somebody said that, without them, it all sounds repetitive. Using pre-recorded overrun sounds is not going to fix this adequately, certainly not for every car. Again, procedural generation is the key here.

I'm not overly worried. I "know" (like I knew we would get day / night :p) that Kaz and his team have an ideal that they're working towards, but just as with weather, AI, day / night, "customisation" - they're not going to implement it properly until they can be satisfied it works properly. Throw in the fact that they've used first principles to derive a new tyre model, and we can be sure that at some point in the future, a fully procedural car engine sound synthesiser will be present in the GT series, and will be a revelation in terms of its flexibility and "immersiveness" - the problem of fidelity, i.e. whether it actually sounds like car A, or B, will still be prominent; but the tools to hand are much more flexible this way. Tuned cars will be absolutely fantastic, though.


Mr. Whippy is a breath of fresh air on this topic. Finally someone who listens to the sound, and not to what their imagination has conjured up in order to fill in the gaps and satisfy the pre-formed expectation in their mind. His conclusions on recordings vs. "matched" substitutes / synth were something I also arrived at when playing GT2. I've not looked at game sound the same way since - that is, I don't allow myself to be satisfied with "cheats" and half-arsedness.
 


Who else smiled whilst watching this? I did, and I had butterflies in my stomach!


To be honest (I'll probably get ripped on for saying this), Its not as horrible as you guys make it out to be. The only issue I spot is that the gearwhine really overpowers the actual sound, which is really good to me. All PD really needs to do on that is remove the gearwhine from that and its perfect. Of course I still say that the in-car sound when it was on my TV was great and really didn't have that gearwhine thats present in that view.
 
Just watched that video and to be honest(I'll probably get ripped on for saying this), Its not as horrible as you guys make it out to be. The only issue I spot is that the gearwhine really over powers the actual sound, which is really good to me. All PD really needs to do on that is remove the gearwhine from that and its perfect. Of course I still say that the in-car sound was great and really didn't have that gearwhine thats present in that view.

I agree with you 👍 I was playing GT5P today with the Vette damn that car sound like a beast on the 5.1.
 
You should also be able to make the skyline in GT5 sound like it does in 2 fast 2 fast.

I'm hoping we get a range of options for a "sports" sound - going back to what FrancisBenjamin said. I'd go for something more refined over the typical "Hollywood" representation you suggest.
JUN springs to mind; they tend to have distinctive, growly sounds.
 
To be honest (I'll probably get ripped on for saying this), Its not as horrible as you guys make it out to be. The only issue I spot is that the gearwhine really overpowers the actual sound, which is really good to me. All PD really needs to do on that is remove the gearwhine from that and its perfect. Of course I still say that the in-car sound when it was on my TV was great and really didn't have that gearwhine thats present in that view.

I don't think they have to remove the gear whine. They just have to get the explosive sound that the engine has on higher revs in. When you compare the sound with the real life cockpit video, the game comes really close. It just lacks that one little bit of power.
 
What GT needs is more volume and bass. The cars are too quiet and just don't have a rumble. Other than that, some of the supercharger and gearbox whines could probably be tuned down a bit (they just drown out the sound of the engine/exhaust).
 
[Doug Rippie Motorsports C5 vid]

Haha, one of my favourite vids, is that! Of course, that's a very specific sound owing to the specific modifications that DRM 'Vette has. The cams and free-flowing exhaust, contribute the majority of the character. In an ideal world, changing the cams to a specific "type" (even more ideally, according to lift, duration, lobe centres and advance) will give the corresponding sound, and the "correct" dynamics at and around idle (i.e. loping or raised idle speed to compensate, assuming the presence of an idler system).

A recorded-sample-based system becomes prohibitive here...
 
I can't understand why Gran Turismo's engine sounds are considered unrealistic. Compare these two videos and you'll see that's completely false.

Skip to 1:10 and 2:33 for Gran Turismo 5 Prologue.
http://www.youtube.com/watch?v=PPo2HATKiQM

In comparison to a real Ferrari California.
http://www.youtube.com/watch?v=PPo2HATKiQM

You linked to the same video twice dude lol. Use this for the real life comparison:

http://www.youtube.com/watch?v=A38KaA-xnSU&NR=1&feature=fvwp

On my ps3 so cant embed for you all either. I doubt even PD could implement it properly, but if they included all the missing sounds, over run being a good example, my gosh GT5 would sound incredible!
 
I don't understand what's so hard about making the sound good. Both iRacing and rFactor have incredible sounds. How can "amateur" mod makers suceed, but not PD?

[YOUTUBEHD]iBpNNmTdRgs[/YOUTUBEHD]

Sounds so alive compared to GT in my opinion.
 
I don't understand what's so hard about making the sound good. Both iRacing and rFactor have incredible sounds. How can "amateur" mod makers suceed, but not PD?

[UTUBEHD]iBpNNmTdRgs[/UTUBEHD]

Sounds so alive compared to GT in my opinion.

Eugh my ears!! :yuck:

Honestly strittan, do you think you could identify that as an aston martin by sound alone? Personally i'd have a very hard time. It sounds like one of a very large number of cars from NFS shift / supercar challenge / V8 challenge etc etc. Name one you get the picture.

Dont get me wrong, it sounds good, very 'alive' and immersive. However its all fake. There are a miriad(sp?) of generic samples thrown at it. Gear whine, mechanical clunk, rasp, back fire, over run, brake squeal. It doesnt sound 'believable'.

GT tries to be a little more authentic i think. Prefering to make cars sound like their real life counter parts as opposed to generic, cobbled together, similar sounding, sample fests. I for one am happy about that.

Just wait till the first time you drive a Super GT in GT5. I'll bet you'll be pleasantly surprised ;) On balance though, there are as you quite rightly said, lots of GT cars that sound a bit poor.
 
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I don't understand what's so hard about making the sound good. Both iRacing and rFactor have incredible sounds. How can "amateur" mod makers suceed, but not PD?

[DBR9 vid]

Sounds so alive compared to GT in my opinion.

But not quite like the real thing, as demonstrated a few pages back. Plus, the gear change sounds, and other incidental effects, sound too canned. That's before I get my teeth into the 20-year old audio engine...

They're only amateur by your description; experience maketh the man. By which I mean, I wouldn't be surprised if some of these modders can extract more from the engine than the original artists, who of course were working to deadlines - the stock sounds in those games you mentioned aren't all brilliant (but by no means "terrible"; something I'd also say of GT5:P)
 
I don't understand what's so hard about making the sound good. Both iRacing and rFactor have incredible sounds. How can "amateur" mod makers suceed, but not PD?

[YOUTUBEHD]iBpNNmTdRgs[/YOUTUBEHD]

Sounds so alive compared to GT in my opinion.

the Aston Martin In GT5 P sounds real good IMO i don't know what sound system you have , but on my 5.1 with the sub Ohh baby!! I know many people think GT sounds suck but, playing all the GT games GT5P is going n the right direction. As a whole GT5P sounds are really good in my opinion, however knowing GT5P is a small taste of GT5 I'm pretty sure the sound will only improve 👍
 
Just wait till the first time you drive a Super GT in GT5. I'll bet you'll be pleasantly surprised ;) On balance though, there are as you quite rightly said, lots of GT cars that sound a bit poor.
Judging by the videos we've seen, they sound like crap...

EDIT: And on that Aston Martin. No, not spot on, but far closer to real life than PD has ever been.
 
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Judging by the videos we've seen, they sound like crap...

EDIT: And on that Aston Martin. No, not spot on, but far closer to real life than PD has ever been.

370z was pretty accurate in the TT demo.


A lot of these games you guys keep linking sound like your head is in the engine bay and not in the cockpit.
 
Judging by the videos we've seen, they sound like crap...

EDIT: And on that Aston Martin. No, not spot on, but far closer to real life than PD has ever been.

Now you're just needlessly demeaning PD's efforts over the years, shame on you for poo-pooing 750 cars between < 20 artists as compared with 1 car, 1 "artist" (after your own description).

To be frank, they have come very close on quite a few cars over the years, at least by the standards of the era. Maybe you didn't drive them.
shrug.gif

Honestly, open your ears - it's as if people are so convinced that GT sounds utter 🤬, that their brains don't let them hear anything else.
I'm tempted to dust off the PS2 and compile a comprehensive list, if only for my own amusement; might help me stomach the (inevitable) further bellyaching.
 
Plus the Aston is a race car. There hasn't been a GT Aston race car seen yet.

One game that doesn't get talked about much, which has good sound is Supercar Challenge
 
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Judging by the videos we've seen, they sound like crap...

EDIT: And on that Aston Martin. No, not spot on, but far closer to real life than PD has ever been.

Way too buzzy for my tastes. Sounded ok when the car was right on the camera, but before or after the camera just sounded like a bunch of bees. Cockpit view wasn't bad.
 
PGR4 remains the best example of the DBR9's V12 note, with FM3 coming in second.

On an unrelated note, I wish someone had a video of the F50 from PGR (not PGR2) that thing sounded so damn godly. :drool:

I have absolutely no hope for the engine audio in any GT game whatsoever; the horse is dead, and I'm quite tired of poking it with a stick. :grumpy:
 


I have absolutely no hope for the engine audio in any GT game whatsoever; the horse is dead, and I'm quite tired of poking it with a stick. :grumpy:

(comments based of 5.1 system.) I will agree with you some cars in GT5P sound terrible (BMW M3), but some sound amazing. (Amuse 350Z RS) Also as a whole GT5P sounds very good and improved from gt4. This is also Prologue GT5 will most likely sound better. When I played the TT demo the 370Z sounded amazing. The sound was better than GT5P! :drool: So imo and not trying to disrespect you but i think your being harsh saying there is no hope for engine audio in GT.

Ex GT4


EX GT5P
My video sorry for the loud cracking.
 
Yes, a few cars are quite tolerable, but the greater majority is bordering on being mentally painful to listen to without either exclaiming "WTF!?" quite loudly, or just cringing and still wondering how audio doesn't play as large of a role as the visuals seem to. Every GT game seems to follow the same formula: vastly improve the graphic engine, add some sought after features, and improve wherever necessary. You have to ask yourself, after 4 full titles exactly how important engine audio is to PD.

As I've already said, I'm not expecting much of anything in that department, and to be even more honest I'd say I'm fairly justified in assuming some of the samples will be duplicated onto other cars; for example I can easily see the F430, the 458 Italia, and the California sounding exactly alike despite the variances between each, respectively.

Am I being harsh? Absolutely, and I sincerely doubt I'll be proven wrong.
 
somtimes I wish PD was an American company rather than japanese because there is a disconnect between what developers want to put in a game and what gamers actually want. Either that or there needs to be a PD/public relations office in California or something.
It makes absolutely no sense IMO to have such beautiful cars but not have beautiful sounds as well. They knew well enough to "dub" the trailers for awesome engine noises though. :drool:
 
It is likely that when GT5 releases it will have the same issues with some cars sounding good, some much the same and others not so good.

However their are hardware options that could give the user control in altering the audio in realtime. This doesnt have to cost a lot of money neither as a simple 2nd hand "Graphic Equaliser" will allow you to boost or reduce various frequencies that the cars will have. Can engine audio be made to sound better, yes to a degree and can wind noise or high pitched whine be reduced, again yes. So my point is we dont have to just stick to how the audio in the game sounds or feels...

An equaliser is not the complete answer but some of you should look into it particulary if they have a subwoofer.
Places like ebay wll have lots of them going quite cheap.
 
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somtimes I wish PD was an American company rather than japanese because there is a disconnect between what developers want to put in a game and what gamers actually want. Either that or there needs to be a PD/public relations office in California or something.
It makes absolutely no sense IMO to have such beautiful cars but not have beautiful sounds as well. They knew well enough to "dub" the trailers for awesome engine noises though. :drool:

Uhm, you do know PD are a Sony first party developer, right? Sony have offices everywhere. Kaz has even mentioned pandering to (North) American (well, the USA's) demands as regards damage and so on.

Dubbing is common to many games; at least the visuals / game dynamics are faithful in the GT5 trailers (minus a pinch of accelerated "film"), unlike other racing game trailers in the last few years...


Again, people know much much more about visuals, and the "required hardware", but as soon as you start telling people they "need" certain bits of audio hardware (because they're complaining it's not good enough), they'll be up in arms. Talk about hypocrisy! It's only human, I suppose.
At least GT (Since GT3) has attempted to cater for different audio hardware - not bad for a console game, and probably demonstrates that PD do care about sound.

What I imagine the major problem is, their vision has failed to be fulfilled, so they're holding back (by making compromises). Much like with the day and night cycles (SSR circuits), damage (GT2?), weather (SSR5 wet, Chaminox etc.) etc.
 
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