There are enough decent/authentic sounding samples in GT6, functioning at a satisfactory level, within the exsisting system framework to please the vast majority of the car crazy audiophiles in here if they were assigned by competent people.
The fact of the matter is; engine sound has never been a priority for PD.
The current overall state of GT6 (🤬), combined with the fact that GT7 development is well underway, leads me to conclude that any major sound updates will not be coming to GT6, regardless of what has been suggested by Kaz.
I'll address that first sentence, well, first.
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There are enough decent / authentic sounding samples"; the words "enough", "decent" and "authentic" are unreliable in this context. What I will say is that the level of duplication and sharing indicates there aren't "enough", especially in the "tuned" cases. Additionally, there is no intake sound in the game at all; that is neither decent nor authentic for practically every car.
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functioning at a satisfactory level, within the exsisting system framework"; not really when putting a "race" exhaust on an otherwise stock car makes it sound like an outright racing car. That is incorrect behaviour, and the "system" governing sound changes will always be hamstrung by a limited sample database, as GT has increasingly had. Also, no intake applies here, too, plus the weird volume scaling on the exhaust to account for on and off throttle variation (which comes from the intake, primarily). The existing framework puts too much emphasis on exhaust sounds, which just aren't up to the task in real life - why would they be in a game?
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please the vast majority of the car crazy audiophiles"; imagination is too large a factor in these discussions for the word audiophile to be used to cover the majority of people who comment in this thread, let alone play the game. There is little sense in trying to ape people's expectations of a traditional sampler in racing games when they are not actually representative of the real sounds made by cars (suspension of disbelief is more effective on our ears than our eyes), except when the car is doing the exact same thing in the game as it was in the recording - which is almost guaranteed to never happen.
All of that means it is pointless to limp along with the existing framework any longer; it is dead and should be buried. Other games should follow suit where appropriate (once the potential is understood).
Now, there is an existing issue with sample allocation that I agree is not acceptable. However, rather than look at that one specific thing and then assume PD don't care about sounds, I prefer to look at the whole picture and realise that the existing sound
framework only is not a priority. It's a subtle but very important distinction.
Kaz has not suggested they are working on new sounds, and he has not suggested they will not make it into GT6 - he said they are working on them, and have been for some time. However, he has not flat-out stated they will definitely be in, or not, either. Despite that, all of the doubt so far was whether they would make a specific date: the sixth of December last year, which to be honest was more than a suggestion (that it wouldn't) by my interpretation. That doesn't mean it won't ever come to PS3; they are making progress, the sound drop outs have stopped for me, which is a promising sign they've got a stream switching thingy working, as they'd need to in order to add more layers (like intake, turbo, brakes etc.)
The irony is that the GT7 sounds are probably more or less complete, as there are fewer restrictions on performance that mean aspects of the new sounds can be implemented as-is (that is, as they were designed on the prototyping bench), rather than trying to snip the edges off the processes, spoon out its insides and shoehorn it all into the PS3's system in real time.
Also, once again, the X-cars are already using the new sounds: it's exhaust only for now, like the "current" sounds are (as samples), but I've noticed that all the X-cars actually use the same exhaust...