GT5 Sound Thread

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I remember how bad the sounds in GT4 were.

Every car sounded exactly the same. Good lord, they were terrible.

Sorry but that's simply not true. SOME cars in GT4 sound amazing. I used to think what you said, but recently i've been playing it to death and I realised alot of the cars sound great (especially looking back, getting exhaust noise).

Don't get me wrong though, alot of them did just suck. Many cars sounded literally like a hoover. I'm worried after hearing the Gallardo but it sounded good on external.
 
Engine sounds in the gt game series, still makes me think back upon the early days of synthesized instrumentreproduction.

I once had a keyboard with some really "thin" sounding piano emulations. The keys were made up of simple waveforms, and when mixed together with different frequencies, it "aaaaaaalmost" sounded like the real deal.

It was just like getting very drunk, and then you think conversations get much more intelligent, and intellectual, than they really are.
Next day, you hear what has been talked about by one of the non-drinking people, and everything falls apart.

I have often struggled with trying to "like" the gt engine sounds, and sometimes, I embrased the synthetic "thin" sound (which has no variations, "errors" or surprises), but just until I heard ANY racecar on the telly, heck even an old ford fiesta on the road, with a crack in the exhaust.

I have been driving three times the lemans 24 hours race in gt (all 24 hours, and syncronized with the real race of course, and in my homemade drivingseat https://www.gtplanet.net/forum/showthread.php?t=58071) with my gt guys, but, now I'm 35 years, have two kids, and so has my friends, so if we were to get together again, I don't think it will be enjoying the lemans in gt5, if they don't make the sound bring out the smile on our worn family-ized faces. Then I would rather drive the 1400 km trip to the real deal at lemans again, or even just a night of darts n beer.
:dunce:
 
GT sounds aren't synthetised at all. They just use very few wrong samples in very short loops, that's it. Now it's time to change and have at least 3 second of highest rev sound to make it a little bit realistic. GT4 had some decent sounds like AC Cobra, Shelby Mustang or 787B. But now we are in times of high definition. I'm very curious with what will PD come in November. Fingers crossed.
 
Sorry, my bad...

Yes my keyboard piano keys also consisted of very short samples looped, not actual waveforms. But still, my point is the same. It's synthesized, and it feels so oldschool.

btw. I have been crossing my fingers since 2000. Damn. :guilty:
 
Sorry, my bad...

Yes my keyboard piano keys also consisted of very short samples looped, not actual waveforms. But still, my point is the same. It's synthesized, and it feels so oldschool.

btw. I have been crossing my fingers since 2000. Damn. :guilty:


LOL

same for AI...

but GT5 is the first revolution from polyphony since GT1

it is unbelievable but GT1, GT2 and GT3 shared almost the same physics engine ! GT4 has been an evolution in terms of physics (4 separate wheels physics are calculated for the first time)

In terms of AI all GT games (GT1, 2, 3 and 4) shared the same AI engine ! (practically no AI, cars driving the same line)

Same thing for sound, all GT games have almost the same sound engine, with the exception of the evolutionary GT4 which had a 5.1 sound engine. but engine sounds, tyres..didnt change since gt1 IN 1997 !


GT5 is a revolution ! for the first time : a completely new physics engine ! completely new AI engine ! completely new sound engine ! even damage, day/night cycles, weather cycles are included for the frst time...


it is understandable why GT5 took 6 years of development time...like its predecessor GT1. hopefully GT5 is the next revolution in racing games a la GT1.
 
LOL

same for AI...

but GT5 is the first revolution from polyphony since GT1

it is unbelievable but GT1, GT2 and GT3 shared almost the same physics engine ! GT4 has been an evolution in terms of physics (4 separate wheels physics are calculated for the first time)

In terms of AI all GT games (GT1, 2, 3 and 4) shared the same AI engine ! (practically no AI, cars driving the same line)

Same thing for sound, all GT games have almost the same sound engine, with the exception of the evolutionary GT4 which had a 5.1 sound engine. but engine sounds, tyres..didnt change since gt1 IN 1997 !


GT5 is a revolution ! for the first time : a completely new physics engine ! completely new AI engine ! completely new sound engine ! even damage, day/night cycles, weather cycles are included for the frst time...


it is understandable why GT5 took 6 years of development time...like its predecessor GT1. hopefully GT5 is the next revolution in racing games a la GT1.

If you play the games back-to-back, you can tell there are more differences than that. GT3 had a new(ish) physics engine over GT2, which was then modified (for better or for worse) in GT4.

GT3 had 5.1 surround capability, though I think it was only limited to a certain Dolby format. GT4 may have expanded that, I didn't notice since both worked on my system! :dopey:
GT2 sounds miles better than GT1, since it was the first game in the series to use proper samples, and it expanded the depth and breadth of those samples, too. GT1 uses either very poor quality samples, or is 100% real-time synth. The tyre sounds have been different in each version, although they were very similar in GT1 and GT2.

Anyway. Every single sound in a game, technically, is synthesised, one way or another...
If the sound overhaul for GT5 is successful, then GT5 probably will be revolutionary for the series.
 
Well everything what was wrong they have corrected so far e.g. the AI is now miles better, online is suposed to improved, damage has got better in the demos, so i'm sure PD will nail the sound.
 
Maybe you're right, and the effect will be that stronger in the final version, but waiting for a release to unveil such a big part of the game, which sound certainly is, sounds:P kinda fishy to me...but I still hope...It's the optimist in me;)
 
If you play the games back-to-back, you can tell there are more differences than that. GT3 had a new(ish) physics engine over GT2, which was then modified (for better or for worse) in GT4.

GT3 had 5.1 surround capability, though I think it was only limited to a certain Dolby format. GT4 may have expanded that, I didn't notice since both worked on my system! :dopey:
GT2 sounds miles better than GT1, since it was the first game in the series to use proper samples, and it expanded the depth and breadth of those samples, too. GT1 uses either very poor quality samples, or is 100% real-time synth. The tyre sounds have been different in each version, although they were very similar in GT1 and GT2.

Anyway. Every single sound in a game, technically, is synthesised, one way or another...
If the sound overhaul for GT5 is successful, then GT5 probably will be revolutionary for the series.

I didnt notice that, I should replay the games back to back as you said, but I based my comments on those of kazunori yamauchi, it is him who said in a lot of interviews that the physics engine of GT1, 2 and 3 are very similar. for the sound I should recheck this...
 
One aspect I would love to see improved is exhaust sounds under load as opposed to just cruising (1/4 throttle ). At a given RPM (lets say 3000 RPM) there are 2 distinct sounds, a quiet sound for cruising (1/4 throttle) and a deeper version of the same sound at full throttle (under load).

I think this would really help alot. As it is now its hard to forget you're playing a video game.

From what I've seen of PD's audio recording they only record sounds of stationary cars, when the most distinct sounds occur when moving (under load).

one quick example I can think of is the sound of the nissan 350 or 370 driving off in the beginning of the GT academy videos, It just sounds distinct cause its actually the real audio.
 
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I didnt notice that, I should replay the games back to back as you said, but I based my comments on those of kazunori yamauchi, it is him who said in a lot of interviews that the physics engine of GT1, 2 and 3 are very similar. for the sound I should recheck this...

Well, Kaz would know better about the underpinnings of the physics engine; I was merely commenting on the difference in the feel of the cars.

As for sounds...
Quick comparison:
GT - GT2 - GT3?? - GT4 - GTPSP (skip to 2:00)
(for giggles)

Clearly they are very similar, but the overall effect is different - the characteristic "whizz" of GT is there in force :P
It took me a while to find some real-world references: here's one, and another; both "start" at 0:45 ish. Another car to try might be an FD RX7, since it's been in almost every GT game, too - there are probably others, from GT5:P. Of course, these videos don't give the best impression anyway (music, compression etc.) and certainly aren't comparable to hearing them in person, e.g. for the surround sound.
 
Photorealistic static visuals and some effects that GT seems to lack (the gyroscopic effect of the revving engine. I wonder if that will be implemented in GT5). However, while sound samples might be better/more accurate, the sound engine is audibly inferior by a large margin.
 
It's not photoreal, like I said go play it, it looks really flat :)

Games always feel different in videos, the real pudding is when you play it
 
The first seconds of the video looked realistic to me. But on a closer and longer look yes, the flatness can be felt. Anyway, graphics are much better than sounds (not the samples used!), that's my point.
 
I think that some of the sounds in GT4 were pretty good if you left the stock exhaust on them. The '62 Buick Special comes to mind. I remember driving it for the first time, not knowing anything about the car, and I commented to a friend that it sounded like it had a Procharger supercharger on it. Comes to find, it does. Now I realize they probably spent more time on the sound of that car because it was the Sema winner and they wanted to showcase it, but it also shows that they can provide accurate sounds. It also had a nice lopey cam and exhaust sound overall.
 
In Iracing, the lack is in the far away sound in spectator view, the sound is very good when the cars pass by but then after some Sound "LOD" kicks in and decrease the sound quality (to keep up the good online bandwith?)... but in cockpit view, it's amazing, just hear the Corvette in the second video, the gears changes, the grunt, the whine,... We can just IMAGINE a day when GT6-7 will have this sound quality in cockpit.

But where Iracing shines is in its physics engine - maybe the best out there at the moment, and the online racing. Graphically, Everybody (me included) admit that it doesn't compares well with GT5 awesomeness but this is not the subject of this thread anyway.
 
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I think that some of the sounds in GT4 were pretty good if you left the stock exhaust on them. The '62 Buick Special comes to mind. I remember driving it for the first time, not knowing anything about the car, and I commented to a friend that it sounded like it had a Procharger supercharger on it. Comes to find, it does. Now I realize they probably spent more time on the sound of that car because it was the Sema winner and they wanted to showcase it, but it also shows that they can provide accurate sounds. It also had a nice lopey cam and exhaust sound overall.

👍 I thought the same thing when I saw this car in GT4 over the weekend. I went back to start the game over and realized I had forgotten all about this jewel of a ride. The Buick Special sounds awesome in GT4. I wish more rides got the same attention in 4.
 
I watched in amazement as i heard a AMG SLS gently accelerate away from a T intersection on the weekend here in sydney. I heard it before i saw it! At first i thought it was a old big block chev or ford V8,then once i could see the car i knew it was coming from it. It sounds like a big and just angry/powerful engine/car. I hope it sounds this good in GT5! It was amazing in real life!
 
I watched in amazement as i heard a AMG SLS gently accelerate away from a T intersection on the weekend here in sydney. I heard it before i saw it! At first i thought it was a old big block chev or ford V8,then once i could see the car i knew it was coming from it. It sounds like a big and just angry/powerful engine/car. I hope it sounds this good in GT5! It was amazing in real life!

I saw a red SLS a few weeks back, pretty impressive to see and hear driving down the street.
 
In Iracing, the lack is in the far away sound in spectator view, the sound is very good when the cars pass by but then after some Sound "LOD" kicks in and decrease the sound quality (to keep up the good online bandwith?)... but in cockpit view, it's amazing, just hear the Corvette in the second video, the gears changes, the grunt, the whine,... We can just IMAGINE a day when GT6-7 will have this sound quality in cockpit.

But where Iracing shines is in its physics engine - maybe the best out there at the moment, and the online racing. Graphically, Everybody (me included) admit that it doesn't compares well with GT5 awesomeness but this is not the subject of this thread anyway.

I still think the sounds are average even in the cockpit.
For supposedly race cars, they don't sound like one. Where is all the transmission noises of straight cut gearboxes. The bangs and pops, over run sounds, gear change warble, low rpm judder etc

Nothing wrong with that, but for the price per car, and supposedly supreme car modelling, it's a bit lackluster
 
about gallardo vid,

it's bumper camera. Watch till about 3/4 and he will change to chase camera. Nice Grunt there definetly like gallardo !

BIG IMPROVEMENT over gamescom demo.
I've seen many many many Gallardos and other cars with v10s, seen them accelerate away, they have roar to them, not the sound of an oscillating fan with a piece of paper in them.
 
I think the root problem is to be found in the soul of japanese culture.
PD has always been perfectly in line with japanese working spirit and concepts of honor, I feel.

Whaaat? let me explain my view:

Even kaz has been out admitting that they might have gone overboard with the level of detail in the car models for gt5.
The hard way has always been chosen. That is one of the codes of honour. You do it right the first time.

That's partially the reason why production times are so long, and why they can get away with it. Because ofcourse we are amazed everytime we get to play their wonderful products. Even if it takes years.

But this is also part of the problem:

You don't just take a photo of a headlight, and stick it on as a texture to a bunch of polygons. No no, you model each and every surface outside and even inside the headlight, and THEN you see what the texture can do for the result.
In the same way, you don't just use all the sampled engine sounds as they are (big fat juicy recordings... we know they have them, and have had it for a long time), no, you want to build a system, that only use very short pieces of sound, that can be much more flexible than just mixing between big samples. Honestly, I would still prefer PD to just use the big samples as they are, instead of taking them apart, and then implementing them in a very complex sound engine, that keeps having that "computer-sound" to it.
They should have done the "big samples" thing as the competitors in the first place, and if they felt the need for it, do a complex sound engine, parallel, and then replacing the big samples, when that engine was better than the big samples concept.

I guess this thread perfectly reflects their choices. We all get lured into the idea that gt4 has okay sound, but then again when sound examples are being submitted to the thread, we wake up again. The sound is "kinda" realistic, but then again, I hear stuff from the competitors or even a real car on the street, and then I'm back to being disappointed with gt sound.

And basically I don't get it. I was at lemans this year, and they had a couple of electric cars running for some laps as a showthing, and nobody got the idea. Engine sound is half the experience in my opinion, when it comes to exotic cars. So why the fuzz about polygons, when the sound is so yesterday??

Well just my opinion. :)

Best
Jesper
 
Your heart is in the right place, but I'm not sure you know what you're talking about with your "big and small samples".(I've done car sounds for some games) Also, I don't think you know what they actually have, in what way was each recording done, or how complex their audio engine really is.
All you can hear is the final result,(crappy samples and too few of them per rpm range) which is sub par right now, but there's hope finished game will feature better sounds. Total overhaul was promised, but...we'll have to wait and see...
 
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