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I would guess your supersampling/interpolation and the customary low pass filter are in response to the audio system update rate being asynchronous and at a different rate to your input sub-system. I would imagine T10 would have addressed that fundamental issue as a matter of course? Or am I reading you incorrectly?
My "input sub-system" is at audio rate, so yes.
The biggest issue I hear in FM that stands out above all else is the quantisation issue due to them presumably only being able to hold a finite number of discrete samples. Since engine note depends on RPM and Load as the main factors, they don't just use a simple single engine note that is pitch shifted for any RPM, but a set of samples according to load and some intermediary RPM values, and pitch shift from those. The reason I summise this, is you hear distinct quantisation issues when they suddenly switch from one base sample to another as a 'value' is crossed. it doesn't appear to be due to any update rate issues, just the inevitable simplistic quantisation, something that needs to be carefully blended around transitions, but can be quite processor intensive to do.
??
It's only a touch more complex than that. There are only two "banks" of sounds: on-load and off-load. A given pair of on/off-load samples are blended per sample point along the rpm scale (I don't know how many they use, maybe four - times two: 8 - plus idle, probably). The resulting blends are then, presumably, blended again (rather than blankly switched) according to the rpm level relative to the sample points - this switching is ideally done when one bank is silent, in my experience, even if you can do it inside of an audio "tick".
What you're hearing is possibly "quantisation" artifacts, but more likely aliasing due to the "slow" updating of the variables (again, Nyquist) that control these blends, as well as controlling the rate at which the samples are "read off" from the buffers for the varying rpm. Grand Prix Legends has quantising artifacts (low-precision volume representation), but is (as far as is audibly detectable) bereft of aliasing artifacts.
Anyway, the aliasing is because the audio controls are only updated every (graphical) frame, as per tradition. So early FM games had 30 Hz controls, later ones 60 Hz. This would explain the difference in incidence of the artifacts between the two sets of games. It also explains why it is so prevalent on the PC when they cannot render the graphics fast enough (watch a few user-made Shift videos on the toobs, you'll soon get the picture!) GPL's sound is decoupled from the graphics (well, they run at different rates, driven by the same internal clock, so graphical slowdowns don't audibly affect it except in the extreme), because most hardware at the time struggled to run it at audibly-acceptable frame-rates. iRacing seems to have inherited this trait.
What gets me is the control variables are all coming from the physics engine, which is already decoupled from the frame-rate. Why don't more (racing) games do that with the sound engine? It'd only need to be for the cars, and it'd make a massive difference. Do this and retain FM2's sound design, and I think FM4 would be set (for my tastes... which really means I needn't have written anything, because people will latch onto this and use it to justify not even bothering to take on board the point of view. Hey-ho.)
@ Mr. Latte: I was only joking, I apologise. That was just the kind of counter-argument we see against GT5. And you're definitely right. I'm holding on to the hope that the marketing media so far is aimed at portable devices, as that video doesn't sound quite so objectionable on my laptop speakers
EDIT: I know of Bangor, but mostly because of this. And a friend's terrible puns...
@ Hotspitta: To answer that, I would derail this thread even more. Short answer: no game is the "best". There are games that do different things well, some games that don't. Others are focused on other things.
I like FM2, PGR4 and some of the SimBin games for their samples and level of audio detail (like the gravel, rattles creaks etc. Shift inherited, that Mr. Latte mentioned) whilst I like LFS and GT5's admirable efforts to push the technology so that the artists get a better place to work. There is no progress without a struggle.
@ Spag: If you find Doctor Who "difficult", you should try real science. It'd probably make more sense!
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