I guess that’s a fair point, but wouldn’t it be possible in that case to separate the two sound systems so that cockpit is always the direct Sound Sim type, while ground gameplay is the more realistic sound delay type? If the Sound Sim type overrides the realistic atmosphere sounds (with or without an in-lore explanation), would that solve the multiple sound problem? When you come down to it how many would give the lack of a delay in the cockpit more than a fleeting thought? I’m obviously a layman so I’m hoping you’re not facepalming all too much, but for me ground and flight are two different experiences in general so they don’t neccessarily need to share the same sound experience.
Sadly that does not work that easily. We do not want to have separate sound systems for FPS and in-flight as game contexts in Star Citizen are very fluent and can change rapidly.