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This is something I specifically asked them to do in my suggestion. You simply could never hear the appropriate "texture" of engines before (most of them) because certain frequencies were not highlighted and/or were being obscured by another (too loud) sound element.
In effect, yes. Although, I think the bigger issue in that respect is the absence of an important sound source: intake, which is more than just "aspiration" (which I assume to mean flow noise), see for example
here. They have partially closed that gap by pulling out the details in the samples they have ("engine") and making it interact with the exhaust sound in the same way that a proper intake sound would. It's better, but still no replacement for the real deal.
It does get "droney" in my video, but that is due to lack of proper capture techniques. I do not believe they replaced any sound sample files, so perhaps they had extra compression going on previously which is either tweaked or not being done any longer, which would allow us to hear more texture and dynamic aspects of engines and some other sounds?
It's possible the dynamic range compressor is now no longer operating on the whole "signal", in a "broad-band" sense, but instead separately on a few different bands. I'd have to test it, although I'm not exactly sure how!
![Dopey :dopey: :dopey:](/wp-content/themes/gtp16/images/smilies/dopey.svg?v=3)
The data compression in the samples is inherent, and they're basically some version of ATRAC; to change that would require additional and / or different sound sample data, akin to replacing samples outright.
I just found some alarming figures about what Grid achieves (page 57
here; PS3 version uses less memory than others, but has more sophisticated mixing and more concurrent sources), so it's possible there's plenty of room for extra source / stream processing in GT6.
As someone else concurred, it does not seem to be that they replaced any exhaust upgrade sounds, but the changes in engine and exhaust tone overall, (either by a pass filter of some sort as you suggested or however they actually did it) seem to have caused the "effect" of having each exhaust part sound better than it did before.
I personally think the majority of the effect is that the non-stock exhausts are louder again now, as they were at launch. Coupled with the other changes, I think that's the overall effect caused, as you say. I have not investigated the purported mileage / oil effect, though.
Do you know enough about the game's code to know whether they would have had to apply filters to sounds in real-time as the game plays, or if they could have executed a script that altered them during installation, or whether it is most likely just a few settings changes within the game's underlying interface?
Even procedurally patching all of those files would have led to a very long install time for what was (for GT6) only a relatively small update; that doesn't seem to have been the case. Another option is to patch it when it is next loaded, and (re-)save to the cache. I personally think it's more likely PD would have gone the real-time route, just in case they need to change it again in the near future! Either patching approach could lead to inconsistencies in the cached files depending on update history etc.
Besides, the new method is likely to be a processing intensive one, if the clues are to be believed, so that headroom should be there (see also: Grid, mentioned above).
Very interesting talk here guys đź‘Ť
The sound bug at Circuito de la Sierra when playing online can be a sign that they could be using a real time filter or something over the sounds like you said
@exXboxfan ? Because it doesn't make sense that a "sound update" could be affected by a new track added.
We don't know the full range of interactions with the different sub-systems of the game, as they jostle for processing power. I think it's likely to be an extension of the existing sound drop-out problems in some way, as the symptoms sound exactly the same as what I experienced early on with the game. Has anyone else noticed that AndalucĂa is totally silent? I don't know of any other track like that, since there's normally ambience of some sort; I can't remember if the course maker themes were the same in GT5, though.
It might be some failure in the stream set-up / memory allocation, or in some dynamic source switching algorithm (total possible scene sources is likely to be far in excess of the number that the console can process at one time). It might be the finite-state machine getting its knickers in a knot (non-functional programming FTL, supposedly...)