Yes I am aware of that, Ive played with it a lot. What I have in mind is to expand it even more.
I am not a programmer, so maybe from a technical point of view what I think of is impossible, difficult or processing power consuming, whatever. Its just the idea to get little closer to the real thing in terms of sound, especially flyby sounds.
Lets take the afterburner sound- recorded with good mic straight from behind of the su27 on the airshow. Now we put it into the game and it sounds great until we accelerate to 1000km/h and check F3 flyby camera. What we can hear then from the approaching jet is some strange, annoying high pitched tones because of the doppler effect implemented. Then when the jet is passing "us" (the camera), these tones suddenly drop in pitch again due doppler. Thats not what can be heared from the real plane..
If it was possible to change characteristics of sounds at certain speeds however, we could IMO compensate this to some extent and achive something more realistic. Lets say the speed of 800km/h triggers our afterburner to mute or reduce radius. Then the same speed triggers "plane sound" which gives loud, crisp, ripping sound (with lower pitch to play nice at this speed) This sound could be also positioned slightly behind the plane to simulate the soundwave which follows the jet. And so on.. At present only "plane distortion" works kind of that way- its triggerd during take off, then goes silent and appears again at 1000km/h until supersonic.
I belive such tools could make it easier to get closer to reality.