The gt 5 ces sound!!!

  • Thread starter Thread starter jakubala
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I figured it out now!!! The GT5 Lambo sound is the SAME as the R8 in GT5P!!!:yuck: With different pinch... but, is it! :grumpy:
To be honest, as long as you can tell the difference between a VW Golf, a Lamborghini Gallardo, and a Bugatti Veyron, that's enough for me. If one supercar sounds similar to another, whatever...
 
RedBaron you asked if I felt the difference.

Yes i do feel the difference, and I agree that the SQ is not on par with graphics. I'm just being a little optimistic :) I really hope PD as improved the sounds on all the cars and I hope we get more direct feed videos rather then off camera captures of GT5.
 
I reckon it'll all boil down to the moment we have the game in our hands. Then we will know, finally, how the games' sounds really are. Until then it's always going to be speculation based on bad quality recordings.
 
I reckon it'll all boil down to the moment we have the game in our hands. Then we will know, finally, how the games' sounds really are. Until then it's always going to be speculation based on bad quality recordings.

Don't expect perfect sounds though, think time trial demo sounds with one or two effects added.
 
The engine/exhaust sounds for the GT series have slowly improved over the years but certainly no leaps and for the vast majority of vehicles not true to life. It seems that the PD sound engineers have a method to capture sound that in my book is not the best way, and using this method they have optimised over the years to what we have now with small improvements for various car models but again not to the extent that is close enough to reality to satisfy the members like me who want to HEAR the car as it should sound.

It has not been mentioned in this thread but has been mentioned in many others that the best way to capture the sound of a vehicle is by strapping it to an outdoor dyno. A mic near the exhaust (but not too close), one on the bonnet, interior and anywhere else you wish to record for the purpose of different in-game cam views. Using this method all of the vehicles intricate sounds can be recorded either on load of off or coast down etc. It is really that simple. I have cam vids of my Motorbike on a dyno recorded from a crappy mobile phone, and when watching on my TV using my 5.1 amp or just the TV speakers for playback, it sounds awesome on either so what is the problem I ask?

As for PS3 hardware...please!! I thought the ps3 can stream lossless codec audio @ very high bit rates? I was watching a crappy episode of some girly show with my GF on the PS3, the sound was 2.0 MP3 and @ 128kpps and there was a scene where a car of some sort put his foot down, it sounded real enough to me. What is the bitrate of DTS HD Master Audio...is it something like 24mbits per second? Point I am making is even low bit rate sound recordings can sound good as it is all about how it is recorded so with PD I am almost certain that the incorrect engine/exhaust sounds has nothing to do with Bandwidth constraints even if for 16 cars. It is all down to the recording method in the first place. Besided current compressing tech is very good, it is hard to tell the differents between high bitrate MP3 (512kpps) vs lossless codecs etc.

Come on PD lets see the same attention to detail in the sound department.
 
As was discussed earlier, if the sound is awesome, you can hear it even in a low quality video, and that lambo sounded anything but, unfortunately.:(
The only thing I still do question in my mind is a dilemma of weather the sounds we heard up until now are demo showroom quality sounds, and the real stuff comes to blow us away in the full game, or this(lambo/TT etc) is IT.
I still have a faint hope that this isn't actually "it", but...you know...only thing left now is waiting...

PAPPACLART: You sir, are correct in all points you make. ;)
 
Isn't one of the problems is that for most cars instead of a dyno they simply rev the car, I can imagine there would be a difference in the sound.
 
Isn't one of the problems is that for most cars instead of a dyno they simply rev the car, I can imagine there would be a difference in the sound.

Of course it does, but it's not only that, even just revving the car would give you ok results, IF you'd use new samples from idle to redline and every thousand rpm in between(forza for example does it this way, but on the dyno of course) and then KNEW what to do with them after wards!(which PD clearly doesn't)👎 They use maybe 2 or 3 samples + idle for the whole rpm range
and obviously have some crappy algorithm for sound pitch which in the end makes it sound synthetic and lifeless...:yuck:

p.s. 💡 For everyone to get a more clear picture of how this works, you can install yourselves an free audio editing program like audacity and then load a sample of a car engine sound held at constant rpm. Now, find the pitch shifting effect and try to play with it to see what I and some of the people on this thread are talking about. Yes, you can shift the pitch up and down somewhat and it will still sound ok(eg. shifting 1000rpm sound up to where 2000rpm sound would be tonally), BUT if you overdo this, it will sound like crap!!!(eg. shifting a 3000rpm sound up to 6-7000rpm for example)
 
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don't like the contents, don't buy the game. That's how the market works :)

That is just a poor argument. What is wrong with striving for the best? If every game was awful and people did not buy them then that would leave little if no choice going by your argument not to mention the sad fact that developers would be out of business. If a product can be better then why not make it better? Sure a better more well rounded product will sell more, isn't that how it works? I like GT and have always liked it, but I would like it more and get far more enjoyment from the product if the experience was all the more closer to reality..isn't that the whole point of a Sim? If I have to play Forza 3 over GT becuase it may appeal to my aural senses more then thats a loss to GT.



For me apart from actually riding my bike, the next big thrill for me is the sound it belows out!!. My Bike has a Yoshimura RS3 full Race System and the muffles in side are pretty burnt so it makes an absolute thunderous sound. The Engine is a V-twin, and it sounds almost like a top fuel dragster, rolling from 2500rpm all the way to 10750rpm!! To hear this thing, especially through a tunnel is something else!! When playing Gran Turismo I at least hope to get somewhere close to the spine tinglerling feeling I get from experiencing the sound of my bike or any other worthy sounding vehicle. I know it will never be 100% real but as it stands we are a million miles away from what most certainly can be achieved. I must admit that there have been cars within the GT series that have sounded good, maybe not true to life to that actual car but they sounded like an actual car and using these vehicles I actually felt like I was thrashing the life out of them. Despite this, those few cars that did sound good are still far off what could be achieved with what appear to be simple sound recording methods.
 
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don't like the contents, don't buy the game. That's how the market works :)

Stop spamming the thread with stupidity!:grumpy:
We are all fans of the game, and we will buy it! DOH! We would just like it to be better and are engaged in a constructive critical debate. If you don't have anything worthwhile to say, don't say anything. Thank you.
 
standard reply

don't like the contents, don't buy the game. That's how the market works :)

Thank you you've been helpful. You have contributed so much to this meaningful and in-depth debate with your unique insight into the video game market.

Where would we be without you.
 
you people act like you know more than the devs about how to create a game sound/engine. I'm sure if they could do it better they would have after all this time

In any case, that's how the market works in the real world. You vote with your wallet.
Buying something you don't like, or it has something you dislike isn't exactly smart is it?
 
you people act like you know more than the devs about how to create a game sound/engine. I'm sure if they could do it better they would have after all this time

In any case, that's how the market works in the real world. You vote with your wallet.
Buying something you don't like, or it has something you dislike isn't exactly smart is it?

Um, the general consensus being that a dynanometer places the engine under full load. Recording the sounds in a privatized area randomly revving does not. Therefore, while it isn't exactly wrong it sure as hell isn't right either.

That's your lesson for the day.
 
you people act like you know more than the devs about how to create a game sound/engine. I'm sure if they could do it better they would have after all this time

In any case, that's how the market works in the real world. You vote with your wallet.
Buying something you don't like, or it has something you dislike isn't exactly smart is it?

How do you know if you like it or not if you don't play it first? Reviews and such can only tell you so much.

I'll point you in the direction of the majority of EA games. Not necessarily good games, just marketed well, they sell well. Even though they usually get good reviews the reaction of the general consumer is often poor.

Um, the general consensus being that a dynanometer places the engine under full load. Recording the sounds in a privatized area randomly revving does not. Therefore, while it isn't exactly wrong it sure as hell isn't right either.

That's your lesson for the day.

That too. Obviously PD are missing something with the sounds, various people with knowledge in this area are putting forward their opinions on the subject, and telling the rest of us why the sounds are so bad, hoping PD will listen to what they say.
 
Not really sure how that helps you because one that area is again privatized (by the looks of it at least) and it isn't sound-proofed.
 
Because they're not just revving the engine in neutral. The rollers do put some load on the engine. Why would they record it in a sound-proofed environment? Why exactly can't it be in a privatized area? I'm sure they had to go straight to the owners of some rare cars and record the cars on their properties. What would you do differently from the GT2 vid? You would need dynapack dyno's in an open field to do it better and how do you know they didn't do that? At the same time what's stopping them from taking existing sounds and morphing them into what they think other cars sound like? Though I don't think KAZ would allow that.
 
That's not a silent dyno, if they record sounds like that, it's no wonder it sounds crappy...:ouch:
And btw. I wasn't saying I know better than PD, I just said I did a better job then they did, with limited knowledge,time and of course no money. I expect much more out of them!(whole team/lots of equipment/time/money)
My TDU E92 M3 Sound for example...
 
Why would they record it in a sound-proofed environment?

A sound-proofed environment retains all sound within a given radius (that radius dependent on how large the space is) but doesn't allow unnecessary sounds to enter. In an open area you'll record everything, regardless of how close the microphone is. You also risk the possibility of sound distortion.

Why exactly can't it be in a privatized area?

Read above.

What would you do differently from the GT2 vid?

For one, I would have gotten rid of those (what looked like) metal walls. Sound bounces off of anything that it can't pass through, which goes right back to sound-proofing.

At the same time what's stopping them from taking existing sounds and morphing them into what they think other cars sound like? Though I don't think KAZ would allow that.

Already been done. Ferrari F430 > Ferrari California. Jaguar XJ220 > BMW V12 LMR, Audi R8, and some others. GT-One > Sauber C9...it goes on. Another dead giveaway is the McLaren SLR, the engine sound is about 97% supercharger.
 
hehehe lol! Maybe PD read our complaints about the sound and decided to postpone the release to sort it out(like when people complained about damage)! ;) :D ;) So if anyone needs someone to blame, it's us! hihihi :p
 
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