shirakawaa
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- GTP_shirakawaa
By dynamic range I mean difference in volume between WOT and throttle lift-off, that is surely much greater than most racing cars videos I've seen (where sound is often very compressed/clipped) and in any Gran Turismo game.Well, the dynamic range of the recording isn't great - but then it's probably no different to wearing a helmet in the car...
I was referring to the dynamic range of the engine sound and the unusual clarity of the recording rather than the quality/timbre though.The other thing is, that's a great example of cars of that era, which do all sound very similar to that, in terms of how the cars were tuned. Put simply, racing cars don't really sound like that anymore (there are always exceptions, mind...). If that car makes it into the game, we know we have a good point for comparison - other vids of that car have also been posted before.
I assumed that quality changed at each step, although I didn't check for this video when I wrote that suggestion. I can confirm too that at 360p onwards the sound quality appears to be identical in this case. I remember improvements on other videos by choosing "HD" feed quality though.By the way, the sound is the same for 360p through to 1080p; only 240p is different (mono) in this case.
The car is also pushed much harder, probably also better tuned (in addition to having less technological improvements as you mention) since it was actually racing to win, I suppose.This video has also been posted before, but the engine is only a "generation" after the one in the M1, but represents 30 years of progress in tuning, and it's definitely audible if not visible!
There are on the market software sound modules which recreate engine sounds through advanced fluid dynamics calculations by taking into accounts various engine, intake and exhaust parameters. Some games use them often in a simplified form, like Live For Speed. Since this is a rather cpu intensive task to accomplish in real time, sound samples based on the engine simulation could be created on-the-fly as modifications are applied in game, outside the race.[...]In an ideal world, a game would allow for a change in sound according to what modifications are made. This isn't really practical using current game audio methods.
I think however that the main problem is that sounds created with such software can be fairly accurate but still somewhat synthetic sounding as all the materials and dynamics involved cannot be simulated perfectly.
By the way, I strongly believe that the Gran Turismo series has always used something like this for engine sounds (only not calculated in-game), with a mix of recorded samples (especially for the idle sound which can be complex to simulate). That's the only way the generally synthetic sound quality of the various GT games could be explained. If this is really the case, then they're actually quite good, for being synthesized sounds.