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As far as STOCK SOUNDS go...
they should get all the Exotic, Classic, F1, La-Mans, Touring, GT, Rally and well known sports Cars sound on-point...
but regular cars like AE86,Civic, Jetta... you get the point... those kind of car most ppl could careless about the STOCK sound...
as far as MODS go...
PD needs to address the Exhaust Modification... With or Without or Deleted Resonator, Straight Pipes, Dual Exhaust, Cat-Backs... they all sounds very different depending on what engine we talking about... i doubt PD will be bringing that to the table... but we will just have to wait and see.
You can't do that, really, with recorded samples. That will have to be procedurally generated from data, and emulated via a few parameters (generated from the geometry you described) and then thrown through some Digital Signal Processing ("synth") to get the desired effect. It's piss-easy for fictitious, no-name aftermarket stuff, but doing the same for the production items is tricky - recordings are required.
The same applies to overrun effects. Somebody said that, without them, it all sounds repetitive. Using pre-recorded overrun sounds is not going to fix this adequately, certainly not for every car. Again, procedural generation is the key here.
I'm not overly worried. I "know" (like I knew we would get day / night
Mr. Whippy is a breath of fresh air on this topic. Finally someone who listens to the sound, and not to what their imagination has conjured up in order to fill in the gaps and satisfy the pre-formed expectation in their mind. His conclusions on recordings vs. "matched" substitutes / synth were something I also arrived at when playing GT2. I've not looked at game sound the same way since - that is, I don't allow myself to be satisfied with "cheats" and half-arsedness.