thank you, I deleted the sound settings in the player.JSON file and checked everything. Still sounds odd to me. OK, I have driven the BMW M4 wich is not that loud when comparing it to real footage but its super low in volume in rFactor2. The Porsche is a bit louder. I have the feeling that all other cars around the track, behind the cam, are always louder than the one close to the camera or focusing at. Currently it is what it is in rfactor2. Onboard I like the sounds a lot. Only replays are kind of disappointing to me
I have found some cool footage from Long Beach in Binaural Audio.
references
Without knowing for sure, I'd say one thing rF2 might be lacking is the reverb/echo from car exhausts as they approach - I think from a quick look that the 'cone' applied to the sounds will mean you don't hear any of the exhaust sound until the car has gone past. That makes them seem fairly quiet when you're watching them drive toward you. (should also say it's not that you couldn't also apply some exhaust sound when in front of the car; just the skip barber example I think doesn't do that. The sound engine itself is effectively unlimited, but I haven't played with it enough to know what effects are available)
From your video I definitely think Immersive mode is a factor. At 1:15 for example you hear what I think is another car on the same straight passing the camera, to the right, and that comes through quite loud. Then when you drive past, the camera follows you so the sound stays centered - and that can make it seem quieter (plus, as shown later in the video, I think your car is indeed a little quieter than the others - but it's the car, not because you're driving it). Long beach also has quite a few spots where cars are close to the camera on different parts of the track, so you're hearing them a lot while just watching your basically solitary car in the distance.
Also worth checking all your sound settings (windows and the game) as in my first post, to make sure the sound isn't becoming imbalanced in that way. E.g. you want to make sure windows/rF2 is outputting the right number of channels to match your speakers, and when comparing videos you need to make sure the formats are compatible.
Finally, I think we have to accept there will always be some compression in the way games play sounds, because very few people will want a realistic variation in volume across different scenarios. I don't know if we can reduce or disable that in rF2, I see there's a Clip Limiter in the player.json but I haven't turned it off to see what effect it has. If the dynamic range is limited it'll mean that turning up your sound/speakers to get "loud" trackside shots of cars blasting past the camera, will also have overly loud cars way off in the distance. But again in this area, check your rF2 volume in windows is set to full as per the first post, otherwise windows itself will compress the audio.
And as always, I could say stuff that's wrong, and hopefully people like Devin who know better will correct me in that case
