Well this is a really cool concept on it's own, but it works especially well for an audio game, so major props for making something more unique than the norm.
However I must admit their are a fare few problems with the current implementation...
First, and most importantly, you can easily hear the sounds from the middle of the seat, and getting closer or farther away really doesn't seem to do anything.
I would suggest muffling the sounds with a filter, if not through the engine than using "Audacity" or something, that way it sounds more like your listening through a closed window.
I would also suggest making the volume VS distance level much more severe, to the point where when you are on the opposite side from the source, you have to strain to hear it even with headphones.
Another idea, if you can swing it, is to get a more generic ambience, and then separate more defining sounds, which you would only play when you get close to that side.
For instance, at the railyard, you may hear a train horn, PA system, and people, but you would only hear the train moving if you got close to the window, because it's a big hint.
I know that's impossible with the sounds you have right now, but their is a resource that is absolutely perfect for your game that you really need to be aware of.
They have a massive collection, and straight forward CC licensing, as well as geotagging if you want only American accents in your ambience, in order to set the scene better. Plus, they wont' spam you either.
Using that may allow you to add hints like I suggested, but it will for certain allow you to add many more locations if you want to, or at least to have a ship's horn/heavy loading equipment in the docks sound, to make it far more defined.
The second major issue would be that location sounds can overlap each other, which means that for a time you are technically in two places... Making it hard to answer.
Okay now the less important stuff.
When you start a new game without exiting the program first, you get asked where you are again as your being walked to the car, which is pretty amusing.
The menu items really don't need to loop, (it's actually pretty annoying :-D) nor do they need any wait before speaking, in fact it's best if they can be interrupted by pressing an arrow key, so that you can move through them quickly.
If the wait is do to silence in front of the sound, and not via the code, than you can quickly and easily fix that up with a program like the aformentioned "audacity" or "wavepad", by just cutting the extra bits off.
It would also be nice if you could skip the intro and instructions sequences by pressing a key, maybe enter or spacebar, so that people who know what their doing already don't need to listen to the hole thing again (though it is a pretty cool cutscene I must say).
If possible, a more interesting death scene for when you answer the question wrong would be cool.
When you move around too much, the simple gunshot death is all fine and good, but if you answer the question wrong, I think it would be cool if you maybe got taken out of the car, walked to a building and a door closes before the game ends.
That's pretty much all I got, though if you want any music, say for the main menu, win/lose dialog, etc, I have a list of sites you may be interested in.
http://www.marcelofernandezmusic.com/ro … ree-music/
This... -- Is CNN'.
Well Ted, it sure looks like there's been uh, quite a bit of violence around here
"aaoh, that violence was terrible'!"
Yeah it was, pretty bad.