I hope we get more mechanical sounds and stuff in the cockpit view. Never liked the fact you can only hear the engine and the exaggerated tyre squealing.
I think we'll still be missing any sort of realistic tranmission wobble noise, which IMO will be huge if we ever get it. I think its quite tricky to implement, and requires a lot of physics changes.
Also in case you didn't know, there are not only options to reduce tyre noises etc, but also how soon the tyres squeal in terms of slip. I think it's called 'Tyre Skid Entry Point', its a lot better when you turn it down (imo).
Here are some of the sound stuff, kinda goes over my head so I didn't include them earlier:
- General audio engine code cleaning and bug fixing
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performance improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs process kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations