Yeah, being a multi-platform developer (your are too, right?), I find it's mostly to do with the better SDK and native XMA on the 360. The PS3 has it's own solutions but unfortunately, due to non-audio engine related... 'nuances', we can't utilise them anywhere near as easily.
That said, I'm not aware of any significant differences in our products between those two platforms. Other than those determined by the codecs themselves. It's just more a ball-ache for our audio programmers, behind the scenes. But it's no news that the PS3 is much harder to code for
