360 sound was all on CPU, Xbox One has dedicated hardware for it, so they can't exactly do it 1:1 to the original game.
Well, maybe. Even if the dedicated hardware supports a wide variety of filtering options, it's likely
possible to filter on CPU and hand off the results to audio output. Of course even this would have required some amount of porting, and although the Jaguar should be more capable than Xenon in just about every way, it's possible there's not a lot of headroom with Halo 3 at 60fps.
At any rate, overall the XB1 probably has the resources to do better, and obviously some things were just plain done incorrectly.
I suppose the answers probably aren't actually much more interesting than "we ran out of time."
Yep. It was so silly how you had to do audio on CPU on 360 and I believe, PS3 (never did anything with that).
It did definitely have its drawbacks, although at some level it's not really
that silly. Audio was becoming a relatively small part of the overall computational grunt of most games, and it's always nice to avoid extra system complexity. Using a CPU with unusually high performance in vector math might have looked like a perfectly good compromise, especially if you were planning to leverage that on other things.
Given its CPU/GPU configuration, it was natural for the PS3 to lack an audio processor, as those SPEs are well-suited to audio and aren't even pretending to "normal" CPU cores. Xenon isn't so extreme, but in some ways its performance characteristics are skewed in the same direction as CELL's.
I don't mind seeing significant die space dedicated to audio hardware, though, as that puts something of a bound on how harshly devs will compromise on audio processing.
It's sort of the same thing with the GameCube and some graphical effects/fidelity missing from ports to other platforms. The GameCube, Xbox, and PS2 all had super cool specialized hardware in them that is too much of a hassle or impossible to replicate.
They were made in an era when graphics hardware was still evolving very rapidly, but showed up late enough that their complexity makes them a pain in the ass to fake.
Also obligatory Fuck Creative for setting sound hardware back 20 years with their bullshit.
Indeed.
In those, and Halo CE, it works perfectly, even on Legendary. But in Reach and Halo 4, camo is practically useless, outside some niche cases (it is actually easier to use in Halo 4 now that i think of this but it is not still useful).
I think they tried to make it more nuanced and interesting. But, especially because it's sort of hard to communicate the weaker mechanic to the player, it winds up opaque and underpowered.