Hi devs. I think it is noticeable that rFactor 2 sound engine is still by far out of date and old. Almost all racing sims use actually FMOD as internal coded sound engine and I think the sounds of some actual racing games speak by itself, I will no mention which. I will write some points about the huge advantajes about FMOD: WAV file management -Small wav files management. -No need to go in wav editor. -You are able to make a long loop. -When you save the fsb file you dont have 100 wav files laying around, its all in one file. Effects -Possibility of add effects on the fly. -You have live effects over the whole rev range control over what happens when on thorttle and off throtle. -Adding effects: get compression, EQ, etc. -Dynamic sounds: dynamic slip sounds, engine sounds, etc. Exporting/Importing -It is really easy. If it doesn't sound good ingame, just import, edit and export it again. Interactive sample editing -You can hear everything without needing ever to go ingame. -You can set the rpm values for samples you made, then get them ride using a pitch slider to match them all up perfectly and set the rpm values for samples you made (like Simm Anuuk engine sound editor). -A lot easier to set up the crossfades between samples because you just drag and drop. FMOD has the internal engine for game developers and a free editing software for users. You can check the web for more info and sales info, I think it is the most interesting part for rFactor developers. Just to clarify, I'm not member of FMOD development or marketing team. This is just a huge wish that some modders have and it is the only weak point of rFactor that could be really improved. Regards.