Gek54 said:But it still uses audio channels.
Gek54 said:Yeah you can but I have yet to hear it done without sounded like shit compared to using the hardware channels.
That what I think too. Using a few channels for the engine would make sense (engine + turbo + exhaust + whatever makes "engine noise"), but 30? I really don't think so.eso76 said:There's no dedicated sound chip in xbox360, everything is done in software. There's no hardware limit to the number of sound channels available, but i doubt they are going as far as having 30 different samples playing at the same time for each car.
What they said is they have circa 30 different samples from each car; besides all noises from the exhaust and every moving/vibrating part of the chassis, this includes the engine noise at different RPM and under different conditions. Some of those sfx will be playing at the same time, others obviously won't.
Anyway, PGR3 sounds like the first racing game to really improve on the engine noises in *years*, i don't really care how![]()
Wha? That has never worked out before. Why would it now? The system may appear to have "power to spare", but once it starts to reach its limits, the lack of a dedicated sound chip could really cause problems.There's no dedicated sound chip in xbox360
You can say the same thing about the ps3 since it doesn't have a dedicated sound chip AFAIKdark10x said:Wha? That has never worked out before. Why would it now? The system may appear to have "power to spare", but once it starts to reach its limits, the lack of a dedicated sound chip could really cause problems.
Blimblim said:Btw, the sound mixing on Xbox 360 is done in... software. There is no dedicated sound chip like on Xbox.
dark10x said:Wha? That has never worked out before. Why would it now? The system may appear to have "power to spare", but once it starts to reach its limits, the lack of a dedicated sound chip could really cause problems.
eso76 said:There's no dedicated sound chip in xbox360, everything is done in software. There's no hardware limit to the number of sound channels available, but i doubt they are going as far as having 30 different samples playing at the same time for each car.
eso76 said:Yeah, i don't know what to think of that.
I don't like the idea of IA, physics and stuff to share the same resources as sound effects..i don't know how much that would mean in terms of performance, but it doesn't sound like an easy task when you start dealing with complex sound environments in 6.1 or whatever...won't they have to trade some other feature in for that, however small ?
The cost for a decent sound chip would have been irrelevant (sp?) imho, i hope they know what they're doing
dorio said:You can say the same thing about the ps3 since it doesn't have a dedicated sound chip AFAIK
dark10x said:Do you have any documentation that proves this to be the case for both 360 and PS3?
LinkBoth systems process multi-channel surround sound audio in software.
Like said before, at least basic software mixing is a very easy process. If my old 480sx25 could play a 16 channel S3M sound file all in software while doing some 3d stuff for demos, I'm sure something as powerful as Xbox 360 or PS3 can handle 16* that (obviously with a bigger sample rate and with final compression for dolby digital) without really breaking a sweat.dark10x said:Ugh, software audio. What the f*ck are they doing? They are going the Nintendo route here...
Blimblim said:Like said before, at least basic software mixing is a very easy process. If my old 480sx25 could play a 16 channel S3M sound file all in software while doing some 3d stuff for demos, I'm sure something as powerful as Xbox 360 or PS3 can handle 16* that (obviously with a bigger sample rate and with final compression for dolby digital) without really breaking a sweat.
And at least it allows the SDK to be updated for new formats in the future, like DD+ or DTS/whatever.
dark10x said:Ugh, software audio. What the f*ck are they doing? They are going the Nintendo route here...
xexex said:Nintendo64 did software audio, but not Gamecube. there is an actual audio DSP unit built into the Flipper LSI. the audio DSP has its own bus to memory, seperate from the Flipper GPU core.
AhaBlimblim said:Btw, the sound mixing on Xbox 360 is done in... software. There is no dedicated sound chip like on Xbox.
Wow. I hate that blue car, they should demo the game with that red car or yellow car more.Blimblim said:Direct Feed 720p trailer and captures :
http://www.xboxyde.com/leech_1534_1_en.html
![]()
Ho btw... 60 fps![]()
Blimblim said:Direct Feed 720p trailer and captures :
http://www.xboxyde.com/leech_1534_1_en.html
![]()
Ho btw... 60 fps![]()
OH NICEBlimblim said:Direct Feed 720p trailer and captures
The Yamaha processors in Saturn and Dreamcast were decisively more fully featured than their counterparts in PS and PS2.I can't believe Sony would do that in the wake of their awesome soundchips found in SNES, PSX, and PS2.
Lazy8s said:dark10x:
The Yamaha processors in Saturn and Dreamcast were decisively more fully featured than their counterparts in PS and PS2.
:lolPjero said:Oh no! Not again! :lol