Checking out the DEV build and it's nice to hear the sound is getting some attention, or should I say 'attenuation' (-: bad joke :-)
But the sounds levels are still not calculated properly and many are too quiet over range (especially gunfire)
I am struggling to hear rifle shots over about 1800m and that's using enableEnvironment false to eliminate background noise.
With the environment sounds enabled the audible distance is significantly shorter, sometimes less that 1000m
Please use the 'Inverse Square Law' on all sound sources so that they are the correct volume for the distance from the player.
This can be achieved by decreasing the volume of the sound source by 6dB each time the distance is doubled from the listener.
Here's a simple example based on a rifle shot...
Distance in feet:
1.25 - 134 dB
2.5 - 128 dB
5 - 122 dB
10 - 116 dB
20 - 110 dB
40 - 104 dB
80 - 98 dB
160 - 92 dB
320 - 86 dB
640 - 78 dB
1280 - 74 dB
2560 - 68 dB
5120 - 62 dB
10240 - 56 dB
etc...
So as you can see the sound pressure level (SPL) will decrease by 6 dB every time the distance between the source and the listener is doubled.
The exact same method should be used to calculate any other sound source in game weather it be a persons voice or a vehicle engine etc..
Example based on standard speaking voice...
Distance in feet:
3 - 60 dB
6 - 54 dB
12 - 48 dB
24 - 42 dB
etc...
This will make all sounds audible at longer and more realistic distances.
A bit like this...
https://youtu.be/WfWsw1ixBaI
And this...
https://youtu.be/FNqFMCa6KQM