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Codemasters actually are pushing technological boundaries. They use high-order ambisonic mixing instead of the "standard" unphysical pairwise channel panning.While I doubt they are pushing any tech boundaries, codemastes continues to make really really good sounding games. Check out this Stratos clip from the new Dirt game.
www.youtube.com/watch?v=mRwdkIQ7aGo
There is even a reverb of the induction noise. That is a subtle detail I haven't heard before in other games.
And the more fearsome sounding 6R4.
www.youtube.com/watch?v=7sHetwzAoqQ
I would even say these are some of the best sounding and most detailed engine sounds I've heard in any game.
They mix sounds according to how they contribute to the sound field at the listener location, and encode that as spherical harmonics (which is where the "order" comes in; the higher the order, the more spatial harmonics are represented). That way, every speaker contributes to sound from any direction, realising a full aural hologram of the virtual sound.
Check the Wikipedia page on Ambisonics; Codemasters use Blue Ripple Sound's Rapture3D product, which includes a few other goodies that other APIs don't seem to bother with.
That sense of spatial envelopment you get with Codies' recent games, including the interior sounds, couldn't come without such attention to faithful real-world reproduction of virtual soundfields. I.e., it couldn't have come if they stuck with the old, established way.
"Cabin reverb" is something PD are working towards, too, but it needs a bit more computational power throwing at it than it currently gets in GT6 (and it needs intake sounds to make any real sense).