The key to fatigueless high-volume listening is a wide dynamic range, which is the exact opposite to what you need for listening to sounds coming from cheap speakers at a more reasonable volume in a noisy environment. What you need in that latter case is a signal compressed to the ceiling so that all details come out at the same volume and, hence, audibility. Do the same with the volume cranked up on a quality system and the relentless din will destroy your brain in minutes - the same is true of the mastering on modern pop music (designed for poor-quality hardware).
So it's good that GT5 has the dynamic range settings, but the implementation needs tweaking a bit. If they can improve the samples, I'd suspect that a lot of the complaints would disappear, but there's a lot still to do after that, for racing games in general, in my opinion.
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And i´m tired of saying that at low revs (up to 4000 RPM)the cars sounds realistic but after that moment the engine has an estrange sound (the famous "vacuum cleaner") added. To me it is the digital sound added after the real sample that doesn´t match the with the real sample at all.
(i can see the experts coming to destroy my comment...)
The thing is that other companies knows how to do it. End.
The "vacuum cleaner" zone is, as I've said many times now, because of a few distinct things:
- The "engine" sounds consist mostly of ancillary noise, which is mostly whiny, with a bit of tappety sound if you're lucky. On some, usually older, cars, the radiator fan is often directly coupled to the crank, so it makes a racket - the carburettor is often still dominant from the interior, though. Proper block noise and intake noise would help here.
- The rev range is split into too few sample points, so the samples are stretched further than in other games. See my last post about the reason pitch shifting sounds so unnatural, or "digital" since you seem so intent on abusing the term - again, watch this.
- The samples themselves are generally short, which for reasons I don't quite understand, causes there to be a thinness to the sound (probably compounded with the pitch shifting issue). This means that there is less apparent expression in the sample, since you're looping the same material over and over - like painting over an area with too little paint.
The last two points are memory issues, and will never go away on PS3 without a significant change to the sampling regime - which no other game has to resort to. No doubt GT6 would stand to benefit from allocating more memory to sound, but that would clearly have to be to the detriment of other things - I don't know how generally acceptable that would be.
The biggest improvement to be had, in my opinion, is to augment / replace the existing whiny engine sounds with something that contains induction noise - the stock exhaust sounds are generally fine. The next step would be to better distribute the modified samples so that certain cars sound like they have the right kind of engine in them. I'd wager those two things alone would drastically improve the game's sounds to the point of acceptability.
Finally, yes, other companies "know how" to do it, largely because they haven't changed their sampling framework for at least 15 (maybe 20) years. At least PD are trying to innovate. Also, name another game that attempts to give 4 distinct sounds per car for as many cars as GT does. The closest was FM2, with 350 cars, but they also had to recycle a lot of their modified sounds. With FM3, T10 abandoned that idea altogether and the sound only changes with aspiration changes or engine swaps. There's little point in giving up on that front, since with a little bit of work, PD could offer customisable sounds per car that would add a lot to the game.
So, I hope you can realise that when you're comparing GT to other games, it's not a case of apples to apples, by any stretch. Yes, there are simple things they could do to improve the sounds, but, as I keep saying (and at the risk of sounding sanctimonious), do try to educate yourselves on the bigger picture.