BIIIG post, sorry guys... I'd appreciate it if you read it though!
I'm fed up with uniformed people crying about engine sounds. If you like NFS:Shift's engine sounds, play NFS:Shift. Personally, I think it sucks (in many ways) - sure it sounds exciting, but nothing like a real car doing anything!
As for PGR4, I was very impressed with the quality of the samples used for that Tamora, but remember there were only 130 or so cars in PGR4... GT5 will have over 1000. Does anybody have any idea how much data that corresponds to?
Per car:
3 samples across the rev-range (conservative?)
x 3 for each "quality" - off-load, mid-load and full-load.
Plus one idle...
10 samples per car, > 10 000 overall.
Say a typical sample is in the region of 2 seconds long (minimum, for effective looping), for 350 minutes of samples all-told. Thankfully we can save a bit of space because the sounds will all be mono and positioned by the audio hardware for spatial effects etc.
Mono CD quality is 1411200 / 2 bps, so ~700 kbps, and 1660 MiB for all of the samples.
Triple this for separate engine / intake, interior and exhaust sounds and it's becoming a substantial chunk of the available BD space - especially when you consider that a good loop is probably > 4 sec in duration (double it) and you'd want to subdivide the rev-range into at least 4 chunks, not 3 (add 30%)! Sure, you could use a lossy format such as Vorbis or MP3, but it's still a big chunk of data.
Moving on... You could have the best quality samples in the world, but you still need to implement them properly. PGR4 sounds uncanny because the way the engine responds during gear changes is really quite strange - GT5 has excellent downshifts and, if you use a manual clutch, superb upshifts!
And comparing real-life recordings to game sounds is pointless, because you cannot accurately reproduce the soundstage. Take that vid of the Zonda, there is a huge amount of (very complex) reverb coming off the buildings, meaning you hear the exhaust note from the reverb before the car has passed you. Also, its exhaust is quite resonant and the frequency mix changes over a very small rev range. I have never heard a good representation of a Zonda in a video game.
The F1 in GT5
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demonstrates that PD are using environmental reverb, as you can hear the exhaust note coming off the surroundings before the car is anywhere near the camera (listener).
Another thing to bear in mind is dynamic range. Our ears / brains have tremendous dynamic range. Audio formats generally do not. If you try to increase the dynamic range, you lose sensitivity. So the sounds need to be rendered at max detail (requires excellent recordings, using all of the bit-space with no clipping) and then processed by the audio engine in the game. PD do this. Their handling of dynamics is superb, except that the "aperture" does not change.
Our ears adjust according to the loudest sound audible. As far as I can tell, GT5
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normalises according to the loudest sound that may be produced (I.e. it has to be turned up LOUD to appreciate it!). Think how loud a ticking clock sounds in a quiet, empty room, but is barely audible over quiet conversation...
As for synthesis, as I mentioned on a similar thread, I too believe that PD uses a synth / sample hybrid approach.
I myself am working on an engine sound synthesiser and the results are similar to the implementation in LFS, except I haven't bothered to develop the complex filters for the exhaust piping just yet. This is because, as in LFS, I am having trouble finding a suitable pulse sound. Once this is achieved, I envisage that synthesis will be far superior to any sampling technique. The beauty of an internal combustion engine is that its sound is produced crudely and is formed through simple geometries (outside the cylinder head), so we can achieve much higher fidelity than with a musical instrument.
Having said all this bumph, I am incredibly impressed with the sound effects PD had developed for GT5
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. GT5:TT was superior still. Little details such as the distortion caused by gas flow exiting the exhaust pipe, and the way it phases as the car drives past, are beautifully recreated. 👍
Now I don't claim to know very much about audio in general, much less about digital representations / reproductions of audio, but my advice to all is to listen to GT5
in a quiet, non-reverby room with a half-decent 5.1 setup (mine was £30...) and listen to it LOUD and with the audio settings set to "large theatre".
The latter opens up the dynamic range so the subtleties can be heard, if you don't believe it's even half decent, you're beyond help!