Maybe I ought to rephrase my apparently outrageous statement.
The sound in
every racing game
disappoints me. There's always something in it that breaks the aural "illusion". In Forza, it's the lack of respect for where the sounds are coming from, and an "it'll do" attitude to the fineness of the audio engine (you can hear the rpm
stepping, Four Foot Snake.)
The ISI sims are also guilty of using a low-fi engine and 10-year old game audio techniques.
Owing to the fact that it has always existed on atypical hardware for the time (a fact that Sony is constantly berated for - those poor programmers have it tough, eh? Face it, Intel came up with the foundations for x86 before
1978, 32-bit was cemented by
1986 and it's barely changed since) Gran Turismo has always had to find ways around the apparent limitations and nuances of the current system, meaning that each iteration (on new hardware) has had to have a re-engineered platform (engine) to run on.
This means, functionally, PD are ahead of the game considerably, because they've tackled a familiar problem afresh
every other game - if they used "industry standard" samples (Forza's, for example), nobody would complain (except me, perhaps), and
GT would sound vastly superior using the same samples - although I, having read most of this thread, doubt some people would even notice the difference.
Now, you can throw "the end result" in my face here, but I shan't be convinced:
No racing game impresses me on the sound front. For different reasons
I hate lazy "engineering" - just using "off-the-shelf"
techniques because "it works" - that's not the attitude that drives F1 teams to victory, for example. Now, I have been disappointed by GT's audio since GT2 (that was an impressive step-up on the same hardware!) and a good deal of the cars do sound "wrong", especially when modified (not that this really matters - a car can sound almost as you wish when you modify it; think of the real-world discussion of after-market exhaust mods, for instance.)
But, I've seen examples where the beloved rFactor mods fall short of my expectation based on peoples' reactions to them, usually because of the source of the samples (first noticed this in GPL, years ago), or because the audio engine implementation is so dated.
Now, I'm not trying to say that cars not sounding like the real thing is less important than lazy game design (although, sometimes it really is); I just wish people could try a little perspective, and realise that their expectations of what a car should sound like are probably wrong - mine were, until I tried to synthesise such a sound from scratch. I'm probably still mistaken on much of the
nuance which, paradoxically,
is the most important part of audio - hence why I posted all that pyscho-gubbins before.
EDIT:
THIS IS THE SOUND !
http://www.youtube.com/watch?v=0YPabCzxMXM
To 1min30 at 1min34....
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If GT5 have that.
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But unfortunalty it's impossible because i think real sound feel, follow and change from infinity way of the driver, the road and the car "answer" or "reply" (réponses).
I remember stumbling across that a while ago. Lafitte looks like a proper badass!
That sort of "overrun" sound is difficult to reproduce without it sounding canned, and it's actually unique to every car (not just model, each individual car! That's a job for procedural audio!
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)
Anyway.
Why does it sound like a cross-plane V8? I love the little idiosyncrasies like that, that's what makes game audio a task worth undertaking.