GT5 Sound Thread

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Yes, I pointed to that some pages ago.
Not all engines (modern small ones especially) would have them in their stock forms, though.
However, some cars like for example the Zonda R or Zonda Cinque instead, have exhausts with a lot of "character" and "life" beyond only engine tone:


Also note how, besides engine noise, pops and gargles, in the Zonda R even if it's got an assisted semi manual transmission, gear changes are not as perfect and smooth as in GT5.

Damn that car sounds beautiful.

Yea I didn't take in consideration stock cars( my car isn't stock :))

Something else I noticed whilst driving is when shifting at WOT and changing gears at it's perfect rpm band, there is this Sound/Feeling Sensation that's hard for me to describe, but hope will be emulated. I have yet to use a steering wheel on GT5:P to see if theres that same pull.

If they can get those sensations in the game. It'll will be :drool:
 
About Shift - try the GT-R in the demo, it freaking terrible. Even GT5:P's GT-R sound craps all over the Shift GT-R sound.

It just sounds like one overly distorted nondescript waveform. None of sounds in the demo are remotely satisfying to me. When you clip a sound, especially digital sounding clipping, it just sounds jagged and wimpy, you lose all the roundness of the tone
 
Clipping is an interesting thing. Depending on the source waveform, you get different harmonics appearing as a result. Some sound horrible, others not so bad (overdrive on guitars, for instance).

In a way, then, having "nice" sounding, distortion is possibly an artistic achievement.
 
Yeah analog/valve/tape style soft saturation sounds good, but digital clipping does not. I love my "homemade" valve preamp for subtle overdriving sounds, I run just about everything through, especially games :)

Makes everything fatter, warmer and deeper
 
Yeah analog/valve/tape style soft saturation sounds good, but digital clipping does not. I love my "homemade" valve preamp for subtle overdriving sounds, I run just about everything through, especially games :)

Makes everything fatter, warmer and deeper

That's a point; it depends on both the waveform and the clipping "algorithm".
Valves distort by not following the input signal (to be amplified) properly when overdriven; it sort of lags a bit and only slightly outputs over its limit. Transistors, on the other hand, are a bit more linear and will just stop getting any louder at their limit, hence why they sound so harsh when overdriven.

With [WIKIPEDIA]DSP[/WIKIPEDIA], you can pretty much use whatever clipping method you can dream up / afford to implement, so some nice effects can be created. In fact, some sounds in real life are technically heavily "distorted": an appropriate one is the final sound of the exhaust (at the tip) which is effectively a "waveguide" overdriven by the exhaust gas pulses. I've seen this approximated with clipping, with convincing results, within its scope.
 
Honestly, so would I. Tone the samples down a bit, remove the canned effects and it'd sound awesome in GT5:P.
hehe I would love to be able to try and put some meaty properly recorded samples like those into GT's audio engine and see what comes out of it, because their audio library seems to be horrible, but the engine itself could be good, who knows!👍:D

errr no it doesn't.👎 from the idle to the redline it sounds artificial and synthetic, it doesn't change character through the rpm range and it doesn't sound like a ford V8...it sounds like an virtual generic V8 approximation. So no, that doesn't sound better.
 
My biggest question is, will you be able to hear the Honda Type R engines VTEC kick in at 5500/6000rpm?

I bought a Civic FN2 back in May and love the sound the VTEC makes when it kicks in. In my excitement for GT, I dug out GT5P and started playing it again only to realise the Integra Type R sounds like a standard car with no sign of VTEC either sound wise, or the pull of it kicking in....
 
My biggest question is, will you be able to hear the Honda Type R engines VTEC kick in at 5500/6000rpm?

I bought a Civic FN2 back in May and love the sound the VTEC makes when it kicks in. In my excitement for GT, I dug out GT5P and started playing it again only to realise the Integra Type R sounds like a standard car with no sign of VTEC either sound wise, or the pull of it kicking in....

Sorry I can not provide link, but I think I read some where recently or heard that PD has redone the sound on the VTEC.
Hopefully someone else will know what I'm talking about.
 
Sorry I can not provide link, but I think I read some where recently or heard that PD has redone the sound on the VTEC.
Hopefully someone else will know what I'm talking about.

It was during the Honda chat, at E3, when Kaz was talking about the new CR-Z.

Hopefully it´s a new sound for those engines.
 
I think the sound in GT5 at the moment is amazing, i had my doubts but then i watched the videos Alba very kindly put up in the gamescon thread and my fears are put to rest, the cars sound fantastic (the Castrol Toms Supra nearly had me in tears :lol: )
 
My biggest question is, will you be able to hear the Honda Type R engines VTEC kick in at 5500/6000rpm?

I bought a Civic FN2 back in May and love the sound the VTEC makes when it kicks in. In my excitement for GT, I dug out GT5P and started playing it again only to realise the Integra Type R sounds like a standard car with no sign of VTEC either sound wise, or the pull of it kicking in....

I owned an Integra Type R DC2 until last week and I too feel your pain of a lack of proper transition. On Forza 3 they got it sort of okay, but the B18 engine in the DC2 has a violent change from normal cam to VTEC (it's like a switch!) and you don't get that. Boo :(
 
I think the sound in GT5 at the moment is amazing, i had my doubts but then i watched the videos Alba very kindly put up in the gamescon thread and my fears are put to rest, the cars sound fantastic (the Castrol Toms Supra nearly had me in tears :lol: )

Me too Its way better than shifts ott sounds and some people hear fail to relise that supercars really aren't that furious.
 
Not sure if this has been discussed but I had a thought when I woke up this morning. Actually, quite scary when GT5 pops into your mind as soon as you open your eyes.

Those of you who have played GT5 Prologue should recall the menu where you select race style like time trial, drift etc. (just after selecting track). This menu has some pit garage graphics in the background and you can hear race cars passing on the straight outside. Those passing cars have a very true sound if you've ever heard a real race car going up a straight between the pit areas and spectator balconies. It gives that special effect because the engine sounds can't "escape" between the structures surrounding the start/goal area. Would it be expecting too much to think GT5 will have such detailed soundscapes in game?
 
Not sure if this has been discussed but I had a thought when I woke up this morning. Actually, quite scary when GT5 pops into your mind as soon as you open your eyes.

Those of you who have played GT5 Prologue should recall the menu where you select race style like time trial, drift etc. (just after selecting track). This menu has some pit garage graphics in the background and you can hear race cars passing on the straight outside. Those passing cars have a very true sound if you've ever heard a real race car going up a straight between the pit areas and spectator balconies. It gives that special effect because the engine sounds can't "escape" between the structures surrounding the start/goal area. Would it be expecting too much to think GT5 will have such detailed soundscapes in game?

It might be asking too much outside of canned effects, based on "zones" on the circuit - a lot like EAX reverb zones. True, on-the-fly environmental reverb has only been attempted / achieved in one game so far, on the 360. It's still limited to only a couple of bounces in a couple of directions, though. The hardware isn't designed with this in mind, yet.
 
It might be asking too much outside of canned effects, based on "zones" on the circuit - a lot like EAX reverb zones. True, on-the-fly environmental reverb has only been attempted / achieved in one game so far, on the 360. It's still limited to only a couple of bounces in a couple of directions, though. The hardware isn't designed with this in mind, yet.

I remember the car sound changed when entering a tunnel in GT4. So I don't see why it wouldn't be possible to do something similar when driving between buildings? My main concern is just if PD have paid attention to such things.
 
With [WIKIPEDIA]DSP[/WIKIPEDIA], you can pretty much use whatever clipping method you can dream up / afford to implement, so some nice effects can be created.

DSP is nice, compact and versatile, I own a PODx3 bean, and while it sounds great and its super portable and efficient, it does not beat its analog counterparts, but it's convincing.

Maybe the issue with the sounds in GT is the manner which they record them, the way it sounds is they use full range flat response mics that add no coloring so the character of the sound, in an effort to make it all "unbiased" and even comes off sounding a little less than alive at times.

Tube mics would add dynamics to the sound but would also add that tube warmth\bite\color\saturation. So wouldn't be 100% faithful to the source.
+Tubes wear easily with heavy use , they lose volume and depth progressively, making it even harder to record 1000's of sounds consistently.
+Tubes cost alot of money.

Speaking of sound in GT5, has anyone heard "the loop" yet? That loop of like horns and whistles screams and yahoo''s that were ever present in GT4 especially TT mode?
 
I remember the car sound changed when entering a tunnel in GT4. So I don't see why it wouldn't be possible to do something similar when driving between buildings? My main concern is just if PD have paid attention to such things.

That's your zones, again. It could be possible to use a "canned" convolution method, that blends between zones - this could actually be based on the actual space on the circuit (the link is just an example of such software, this one funnily enough doesn't use convolution). But now we're talking about memory usage again, on top of some hefty CPU time.
Crackdown appears to use a combination of zoned effects and simple multi-tapped (from raytracing) convolution.

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The "problem" with using flat-response mics is that almost no-one has an audio system with a flat response. That's why I mentioned calibrating an EQ based on recorded information (e.g. using the PSEye). Not perfect, but a step in the right direction.

As far as DSP was concerned, I was really talking in general - given that all games nowadays operate in a digital environment, analogue devices are a bit of a nuisance for creating effects (in games) :p

And yes, I've heard the discontinuities in the ambient loops - only when mincing around and not actually racing, though. Still, it doesn't excuse it.
 
some people hear fail to relise that supercars really aren't that furious.

Are you serious??!!
Some video I got from Le Mans.....


This is what supercars and race cars sound like.
Its not because of Youtube quality or my camera or compression or any other excuse thats been used. The only difference between the sounds in the video and real life is volume!
 
Are you serious??!!
Some video I got from Le Mans.....


This is what supercars and race cars sound like.
Its not because of Youtube quality or my camera or compression or any other excuse thats been used. The only difference between the sounds in the video and real life is volume!


Race cars are definatly not good enought on gran turismo they need working on but supercars aren't that loud they just tend to bark.
 
I have to disagree. Le Mans being the epic event it was/is there was EVERY sort of supercar you can imagine parked at the campsites and driving around.
Everytime a supercar was approachin you turned your head quiet fast cause of the sound it was making. They aren't tame or clean sounding, they were/are loud and aggresive, and this was with fairly conservative driving as the Gendarmes were about!!
 
XJ13 GT5
IRL XJ13 Replica

The one on the bottom is a replica, he doesnt push it as hard, but its the same angle(cockpit) and its a open cockpit so you hear alot of wind\road noise, the GT5 one is actually alot clearer, the replica has that supercharger whine, which i cant make out on the GT5 clip due to quality.

The end of the clip has an outside angle and reveals that British Warbble which is also present in GT5 at low revs.

Big Improvement in the SuperGT cars.
GT4 CASTROL Supra

GT5 CASTROL Supra

IRL On-Board 1997 CASTROL Supra

AS you can see, the actual on-board has alot more popping banging and especially a louder turbine. The GT4 version is closer to this in the turbine level.

Blend the GT4 turbine with the GT5 engine\exhaust, add the mechanical noises, and its nearly identical.
 
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The one on the bottom is a replica, he doesnt push it as hard, but its the same angle(cockpit) and its a open cockpit so you hear alot of wind\road noise, the GT5 one is actually alot clearer, the replica has that supercharger whine, which i cant make out on the GT5 clip due to quality.

The end of the clip has an outside angle and reveals that British Warbble which is also present in GT5 at low revs.

I think the whine is from the gearbox.

What is this "British Warble"?
 
I think the whine is from the gearbox.

What is this "British Warble"?

It's a name I gave to that distinct british sound that I can hear in TVRs and Jags, it's hard to explain cuz im not so tech like that, so i say its a Warbbley Rumble. The 1969 GT40 had it too.

Oh for real that whine sounded just like the Cobra SVT Mustangs supercharger. #illusions
 
Sound is one reason I love tuning in to a good British road event on the Speed Channel. The sounds coming from those old Jags, Ferraris, and Cobras is awesome! It is also one of the reasons I love playing NFS Shift. The sound is overdriven but at as a cockpit driver I get to enjoy downshifting and working through the gearbox.

The Ferrari video that hit GTP's page yesterday had realistic sound. I hope more cars in this release sound like their RL counterparts under stress. One reason I think I got tired of playing GT5P is the lack of quality sound (a very few cars excepted this rule so I mean this in general terms).
 
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