Found this gem of a video whilst learning about how the sound works in RF2, and it made me realise how much RF2 misses the mark when it comes to sound, and how much closer it could be to that video with the implementation of a few simple functions. Also we have as no standard or guidelines, or any information whatsoever when it comes to the functions in the .sfx file - We need a sound dev guide asap. 1.The game lacks the time delay which happens because of the speed of sound (as of now, speed of sound only effects the pitch of the engine). e.g At a football match, you see the ball kicked on the other side of the field and it takes some time for the sound to reach you. So yeh - full implementation of speed of sound. 2.Second is the fact that higher frequencies are less audible the further away you are from the sound source as they don't travel as well as lower frequencies. This is just a low-shelf filter on sound which increases in intensity the further the sound has travelled. 3. Related to the last point, is that reverb increases the further away you are from the source. Cars are washed in reverb as they initially approach and as they leave. These together, and what we can achieve in rf2 will become much closer to the video. They would enhance the cockpit audio too - it's not just about 3rd person. Last little point is that most of the sound is missing in the replays (physics too apparently lol) which makes watching them underwhelming. I'll shut up now.