Griffith, I was really just musing stopgap wonderings.
Please feel free to! It's much better than the usual discourse around here. As I said, what you described is, in broad terms, where Turn10 were looking 6 months ago. Where they went with it we won't know for some time.
RattijuoppoFIN, for you to state: "The sound is bad in GT no matter how it is being implemented." is stating opinion as fact. The very thing you were deriding Griffith500 for. That kind of thing seems to happen a lot around here.
I'd say it was more the assertion that PD don't care. I know what that's like, though, as I've been caught out saying it about other developers.
As a point of contrast, and not entirely unrelated, Forza is one game where I think they've really let themselves down. FM2 had excellent sound, and they had to go all Hollywood for FM3 and removed any "customisation" FM2 had with the ability to change a car's sound; a real backward step (they should have just added a fuzz mode). I'm not singling T10 out, I just think their decision to remove avant-garde features like that is only indicative of what pandering to mainstream demands achieves: stagnation and sameness.
I believe quite passionately that GT should not follow suit, just to get "better" sounds - it should continue with the obvious direction it's taking (simulation) and see it through (and get
better sounds as a result).
Ridox2JZGTE, that is an odd set up. I cannot even imagine why someone would try that, and I am not even sure that I can follow your words effectively. Are you cancelling out surround channels?
Edit: Yeah Ridox, I can't really make sense of what you are saying. For one thing, HDMI passthrough usually refers to using no upscaling of the image by the receiver.
It seems like he's deliberately omitting the rear speakers / channels, which has been the cause for some people to complain about GT's sound (all it gives is the "engine" sound in the cockpit views, which is that whirry noise, and all exhaust in chase, or if you look behind in cockpit).
I'd personally recommend using Large Theatre, adjusting the volumes (music up, sfx etc. down) and using an external dynamic range compressor, i.e. level control, loudness, normalisation etc. on your receiver or TV (or PC). The software one GT uses is pretty primitive, as to do it properly it needs to be multi-band (which many "hardware" ones are).
That base high dynamic range in the mix is pretty avant garde, though, as it won't be in mainstream middleware for at least another year, and it was in GT5
and GT:HD. Headphones and straight "Large Theatre" is really something to behold, just don't turn it up too loud.
Whatever you do, use the speaker settings that match your hardware, unless you know exactly what is happening to the channels; i.e. true down- or up-mixing, as opposed to the extra channels being discarded or receving no data.
I'd also recommend a slight bass boost. GT doesn't use a phantom fundamental effect (which it should, as an option), so you need to introduce those harmonics to suggest the bass frequencies (on hardware that cannot reproduce bass) yourself by overdriving it a tiny bit - just be careful, as such distortion implies the drivers are approaching their excursion limit.
FormulaKimball: the main issue with GT's samples, since GT2, is that they're too short (by necessity for PS1, and PS2 - seemingly as a carry-over on PS3 whilst they make their new sounds). Shorter samples loop more obviously, so you have to use sections with less detail to avoid that. GT also only uses three samples per source in the rev range, which means they're overly stretched, especially in the higher register. Add to that an absence of sounds like intake (needs a separate source, more memory) and things start to add up. The inclusion of intake mods for GT5 got my nose twitching, but it seems they're not ready with their new sounds just yet...