Completely misunderstood what I meant there,It's sort.of.like shut up and take my money indicating that I want Griffith to be hired by PD now due to his vast knowledge.
Thanks for the compliment, but I wouldn't really have much to offer. My guess is they've developed a suite of tools that allow them to author sounds at a much lower level, using their recordings as references, and these resulting, far more flexible and lifelike sounds will be revealed for the PS4.
That's already miles ahead of where I'm at, and I don't have the patience or skill to be a sound "designer" (artist). To be truthful, anyone working with car sounds should know what I know - that includes PD's guys.
Whether the video is mono or not, the actual notes heard are the same as any dull noise heard in GT5 cars.
PD have evolved in quite a few areas over 15 years. But, and to my dismay, sound is one area that PD seem to either a) Not even care about or b) Just can't do sounds from lack of skill. Either way, they need help.
For starters, PD are using the the same outdated sound engine from years and years ago. I'm talking early 90's here. They are in desperate need of a modern engine and even more than that, some western audio specialists especially guys who have worked on western made racing games.
What irks me the most with Kazo and PD in general, is their lack of any real determination to fix this issue. What's worse, PD seem to think that fixing a sound is by tweaking it in a sound room. My friends, if the source is terrible to begin with, no amount of tweaking and mucking about is going to fix the sounds. You can change the pitch of a Mustang V8 till the cows come home, but if the initial recordings were rubbish to begin with, they will still sound terrible but this time terribly high pitched!
Like I've said, PD need to get at the root of the problem. They obviously do not have the know-how to do this by themselves. They need help from the outside....ASAP!
Honestly, don't talk such drivel.
PD's sound engine is the best I've ever heard. Their
samples are stuck in the '90s (well, 1999), but their sound engine has been steadily improved with every release. That's in contrast to most other studios, certainly up until the last few years, that only change their samples and have kept their sound engine from the '90s instead. The short and compressed samples in GT5 sound thin, and that is just the nature of sample based synthesis - that's why other games use long samples. But that requires lots more memory, and memory tends to be allocated to other things in GT games, so a different synthesis scheme is needed to bypass that issue - that would require a lot of research.
Your ethnocentric attitude, that the poor foreigners need our help to get things done, is pretty disgusting, too. Japan has a wealth of knowledge of sound (re)production, and the work that companies like Yamaha have done alone would eclipse anything that has come from the Western world in the last 40 years.
Your assertion that a lack of evidence of PD's progress is somehow "proof" that they're not even bothering is also embarrassing. Not to mention Kaz recently stated they're working on it, but I personally wouldn't expect anything for PS3.
What game is the non-GT sound from?
PGR4 by the sounds of it; best interior sounds in the business (nice, big dedicated interior samples).