Originally Posted by gljvd
When gears of war is doing a forced load and we move at a snails pace and marcus or someone else is talking that is prerecorded high quality sound being played back.
As I've been saying all along, what you are hearing in such instances is not pre-recorded surround sound, but rather a collection of mono sound samples being mixed by the game engine. If you had any experience in creating or modifying game sound at all, you wouldn't be attempting to argue otherwise. For example, here is a shot from Gears of War's game editor showing some of the samples used for Marcus's dialog:
Again, the samples are mono. If those sound were pre-recorded surround sound tracks, the direction of other sounds would be predetermined instead of changing relative to your view as you swing your view around. However, the positioning of various sounds do change with respect to your view no matter how you swing it around, and they do so precisely because games sound tracks are generated in real-time from a collection of pre-recorded samples, with the positioning in the sound field being determined by the locations of the sources in the game world.
Like in a movie, an actor's voice is often recorded in mono from a single mic and then mixed into the surround sound track by the sound engineers based on that actor's location relative to the view of the camera. But in a game, the camera's view is often not pre-determined, nor is what sounds might be made when, and hence the game engine has to take the role of the sound engineer and do that mixing dynamically, so that the sound matches the game state.