GT5 Sound Thread

  • Thread starter Marry_Me_GT
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There is some growl behind the huge whine. If only they toned down the whine to a realistic level.

What is that whine?

I've owned several vintage Detroit cars and the only time I've heard anything like that noise is when I did not shim the rear end gear correctly or went with a gear timing system instead of chain.

All you should hear "if" you have a quite OEM-style exhaust is induction noise...and there should be a lot of it. Yes, there's some wind noise and a little roar from the tires but the vacuum-cleaner noises are a mystery to anyone who has ever owned a V8 w/a carburetor on top. Even a heavily smogged 120HP V8 from the Jimmy Carter days have some rumble to them.
 
What is that whine?

I've owned several vintage Detroit cars and the only time I've heard anything like that noise is when I did not shim the rear end gear correctly or went with a gear timing system instead of chain.

All you should hear "if" you have a quite OEM-style exhaust is induction noise...and there should be a lot of it. Yes, there's some wind noise and a little roar from the tires but the vacuum-cleaner noises are a mystery to anyone who has ever owned a V8 w/a carburetor on top. Even a heavily smogged 120HP V8 from the Jimmy Carter days have some rumble to them.

I'd think the whine is from the transmission.

EDIT: Actually, it can't be..
 
I'd think the whine is from the transmission.

EDIT: Actually, it can't be..

While this car is anything but stock; it does have a straight-cut dog ring transmission (which are noisy). I don't hear the gears, just the engine. I think this would be a good reference vid for vintage American cars as exhaust mods will only change the volume, not the tone, of what you're hearing.

http://www.youtube.com/watch?v=I2eRmcrAdOA

Car: 1970 Mustang Boss 302
 
I'd think the whine is from the transmission.

EDIT: Actually, it can't be..

I think its supposed to be the sound of the Supercharger, though I don't remember that particular Corvette model having one. Seems like they still have an issue on stopping that sound from overpowering the main engine itself. They've fixed the Gearwhine issue with the NASCAR COT so I still think they can get that sorted.
 
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need for speed shift had some of the best sounds ever for the engines so it will be cool to compare gt5 to it. i already know that gt5 will sound amazing tho anyway so i do not have any doubts in that area.

I wonder if people even read this thread. I posted this a few pages back. Shift running on my PC. It sounds terrible. I've extracted and listen to all the raw samples of every car, and they're all so distorted they sound nothing like the real cars! The GTR sound is a joke... All the Ferraris are a joke in Shift. Not only that but the balance between all of the sounds is all wrong. I had to mod it to get it right
NFS Shift - best sounds? - a lot of people must really be deaf. Plus the physics and car control is horrific, but that's for another topic...

And the sound sets for each car are around 2-6 megs each
 
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Yeah. I officially rest my case, the so-called L46 sounds more like an LT4, and even then - no.

To be fair, to me it does sound like a more injected V8 compared to a stock old girl in good condition. Injected cars sound smoother and crisp/cleaner. Carby V8 cars sound rougher/more aggressive.
I`m no chev V8 sound expert but i have heard alot of various V8`s over the years.
 
That's the real kicker that's hurting GT so bad. It's not just that game doesn't sound that good, it's that almost every other game sounds noticeably better. If they all sounded like GT, no one would care.. it's just odd that they keep getting left behind in the audio department, while everything else is top-notch. After the HUGE amount of time and effort they spend on physics, modeling, and graphics, we can't help but feel that the audio is completely neglected.

You raise a good point. What if all racing game audio were like GT? (joking and quipping aside, please)

There was a time that all car sounds were terrible in games, really. I think the turning point, as far as my experience allows me to recall, was NFS Underground (or rather, it's sequel, since it was far more polished) - arriving a little while after The Fast and The Furious.
That influence can still be heard, even in Forza's car sounds. PGR4 did things their own way, and is all the better for it.

Will a day come that GT gets it right? Then maybe other games would aspire to it - or is the Deenen / Fast&Furious / Underground influence going to persist for ever?
 
It's one of the easiest ways to tell cars apart after how they look, so it should be a high priority for any developer.
 
But there are some cars that sound like the real thing, Muira from Gamescom, but everyone conveniently forgets about it? Must be the tall poppy syndrome

And there are some real clunkers in other so called benchmark games, and they are conveniently forgotten too...

LFA going around Fuji. Everytime I see footage of Fuji like this, I immediately get flashbacks to Prologue's Fuji :)
Saw some different lines, that I'm gonna have to try.
[YOUTUBEHD]RjMNySV0MsQ[/YOUTUBEHD]

Would love to have more of this kind of set piece in GT5, car in garage, mechanics setting it up etc with matching music
[YOUTUBEHD]G34Qsb_LYog[/YOUTUBEHD]

Very snappy engine responce - like a motorbike
[YOUTUBEHD]PjK0HvHBkPQ[/YOUTUBEHD]
 
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I wonder if people even read this thread. I posted this a few pages back. Shift running on my PC. It sounds terrible. I've extracted and listen to all the raw samples of every car, and they're all so distorted they sound nothing like the real cars! The GTR sound is a joke... All the Ferraris are a joke in Shift. Not only that but the balance between all of the sounds is all wrong. I had to mod it to get it right
NFS Shift - best sounds? - a lot of people must really be deaf. Plus the physics and car control is horrific, but that's for another topic...

And the sound sets for each car are around 2-6 megs each


I agree that it's wrong to say NFS Shift sounds were accurate. On the other hand, they are a whole heck of a lot more exciting than the vacuum cleaner racing sounds we've endured in the GT series till now. I've heard promise in the handful of videos that capture GT5 sounds though.

The only car that ever sounded right to me in GT4 was an old Mustang. I can't remember if it was a 67 or 68 but it sounded good once I put the tuned exhaust on it.....especially around the Seatle course.
 
Not all cars are "vaccum cleaners" in GT4. I like the Ford GT with N spec tyres ( to get rid of the warble bug) and the GT40 wasn't bad either
for a PS2. And using to mono mode to remove the stereo phase cancellation
 
Not all cars are "vaccum cleaners" in GT4. I like the Ford GT with N spec tyres ( to get rid of the warble bug) and the GT40 wasn't bad either
for a PS2. And using to mono mode to remove the stereo phase cancellation

Both those clips had that whirring sound to them...much like a vacuum cleaner. It's more prevalent at higher RPMs than low. Good? Bad? That's debatable...but realistic?

While it may not bother some, others are asking why is it that the cars can look so lifelike, yet, sound so un-lifelike.

It's kinda like seeing a smoking hot woman in a tiny black dress at charity function. You go up to her, say hello, and she answers back in a voice that resembles Barry White. It make you say 'what the ****?' right? Well, some are rightly saying WTF when seeing beautiful renderings sounding like household appliances.

Given that many only can experience most of these cars through videos posted on the internet, maybe that's how PD should have captured audio. Mount a cheapie camera inside the car, go out & drive like an idiot, lather, rinse, repeat.

It just seems like PD, as well as some other devs, may have over-engineered the audio and that's why some sound like a vacuum. Setting up multiple microphones on a chassis dyno may be the bee's knees in theory, but that's not what people expect and ends up sounding like crap b/c of over processing and over compressing.
 
Limitations of the sound synthesis used in the sound engine. PS2 doesn't have much memory, I think it only uses 3 loops at most for each car, idle, low, and one sound for rest of the RPM range, pitch shifted up
 
But there are some cars that sound like the real thing, Muira from Gamescom, but everyone conveniently forgets about it? Must be the tall poppy syndrome

And there are some real clunkers in other so called benchmark games, and they are conveniently forgotten too...

LFA going around Fuji. Everytime I see footage of Fuji like this, I immediately get flashbacks to Prologue's Fuji :)
Saw some different lines, that I'm gonna have to try.


Would love to have more of this kind of set piece in GT5, car in garage, mechanics setting it up etc with matching music


Very snappy engine responce - like a motorbike

I am hoping so badly that we finally see the LFA at TGS and I hope that they get the sound correct!
 
i honestly hope they have sounds like this


or this


I honestly hope for dynamic range of engine sounds and not like in GT4 where my 4.5 million credit car sounds like a car you can buy for 5 thousand credits
 
It's kinda like seeing a smoking hot woman in a tiny black dress at charity function. You go up to her, say hello, and she answers back in a voice that resembles Barry White. It make you say 'what the ****?' right? Well, some are rightly saying WTF when seeing beautiful renderings sounding like household appliances.

Haha, that's funny.

I think other devs have proved that samples taken from a dyno can result in great in-game engine sounds. I don't think it is the capture of the sounds that is the issue, but the sound processing. GT games look beautiful. Perhaps the graphics rendering side of things are given too much of the resources pie.

If it was that, what would you rather? GT looking more like other racers with great sound, or as it is?
 
The main problem is that there's no difference in engine noise with the throttle half open (like revving in neutral from a standstill) and with full power like you'd do on a race track.

So to me it sounds like all the cars were recorded from a standstill, and just simply revving the engine up to its max rpm.
But to be honest, even then it would sound better than it does right now, I simply don't know how in the world PD can come up with these kinds of sounds. :indiff:
 
The main problem is that there's no difference in engine noise with the throttle half open (like revving in neutral from a standstill) and with full power like you'd do on a race track.

So to me it sounds like all the cars were recorded from a standstill, and just simply revving the engine up to its max rpm.
But to be honest, even then it would sound better than it does right now, I simply don't know how in the world PD can come up with these kinds of sounds. :indiff:

Actually there is. At least there was in the TT demo as I specially tested it out. There definitely was a sense of stress when putting the pedal down.
 
Dyno recorded sounds aren't that good anymore, sterile, NFS people record their sounds while the car is on the track. Only way to go

The Time Trial, sounded like it was recorded while the car was running on the track.
I guess not all cars will be able to do be done like that though, especially the rare collectibles
 
For those who haven't read it, an interesting interview with NFS's audio director:👍
http://designingsound.org/2010/02/charles-deenen-special-need-for-speed-exclusive-interview/
On-track-recording seems to be the way to go, and he admits they used synth/distorsion to beef up the sound in shift. Personally, I think it was over the top, since the sound was pretty meaty in previous titles and there was no need for so much distortion. Maybe a little bit to compensate for the incredibly loud race car sounds, but other than that, it wasn't needed in my opinion. One thing is certain, they definitely are in the top of the "audio scene" in games. What's more, he says they have some exciting new stuff to make the sound even more alive for next titles!:)
If Sony was smart...;)
Also, I find this bit very important and true.
Over the years we’ve tried several methods. Some that worked well, some that didn’t. Through all this we noticed a few interesting points. First off, the consumer thinks they know what a great race-car sounds like after listening to youtube clips. 2nd, the consumer still listens to racing games mostly on TV’s at low volume. As much as us developers want to believe they listen to games at higher volumes in 5.1, it simply isn’t the norm.
 
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