You promised us before launch date. All I see is just a few number of it. Where's the rest?
Sounds in this game are very misunderstood. It's not fair to sum up all of the engine/car sounds as just "bad", in my expert opinion.
What is wrong with the engine sounds on many cars is the mix or EQ of the sounds, and the way it is mapped against the tachometer as the car revs. They don't necessarily need to go back and re-record all of the cars, just create a more realistic mix of the sounds they already have.
The RedBull Jr sounds very good compared to most cars, so they are learning, for sure. But even then, on my hi-fi surround system (not just a surround system, but very good quality speakers etc.) I can tell that the mix is still not right even on that car. If I were to turn up the bass to the level where you could actually hear it over the high-end frequencies coming from the car, it causes the bass "thud" from a crash or rumble stips to be far too loud.
Also, the louder an exhaust is, the quieter we must turn our system down so that it does not hurt our ears or otherwise distract from the racing we're doing (often online racing where you want to hear your friends speak as well), and so the experience of the listener is to only hear certain tones from the engine and others are not as pronounced. This leaves the listener to believe that those tones are not there. They are, they are just imbalanced. If we turned up the volume or had our own EQ on an amp modify the game's native sounds, we can get where we want to be, but that EQ setting would be a "GT only" setting that wouldn't be usable when watching Netflix, or playing just about any other game. Still, there is that "thud" sound problem where having the volume and bass up loud enough on your system to hear the under-emphasized tones, also makes for too loud of a crash thud. So even an EQ setting on your surround system doesn't completely solve the problem.
So, a better balance of the sounds already being heard, would be in order too. We need engines that are appropriately loud compared to road noises, for instance.
There is also too much variation between engine/car sounds heard from different view points. I understand the concept of having a Mid-engine car sound more "enginey" from the exterior view than the Hood view, but it creates a poor listening experience to only hear the bass from one or two angles. This needs to be evened out more between the views so that a player can switch between them and not get a huge increase in volume that excedes what they can/want to listen to.
They have good sound samples from most cars, but the way it is implemented is lacking in several areas. Hopefully
this is the post Kaz gets to read, and not the OP...