What about a speed of sound that is equal to 500ms-1? That should solve most, if not all of the problems caused by relative movements.
Only testing can possibly result in meaningful values, as this is something that has to be "played by the ear", if you wish.
Of course, doppler pitch and sound delay are two separate issues that are still to some extent interacting and complicating each other's implementation.
For example, if you utilize the sound delay and you end up with something like 1 second delay on a sound as it starts (if speed of sound is 500 m/s, distance would be 500 m) and the ships have a velocity of closure of 250 m/s (both ships afterburning at 125 m/s or so).
Fighter 1 produces a sound at t=0 s and the sound propagates towards Fighter 2's position at v = 500 m/s. At t=1s, the sound has reached the position where Fighter 2 was at t=0, but Fighter 2 has moved 125 metres on a line towards Fighter 2 and would have met the sound waves before the pre-calculated delay time has fulfilled.
And now you have a problem, computatively, that is. Do you want to make the delays acurate? Then you need to do some fairly fancy calculations with each sound produced by anything in range of the player, and in effect simulate the waveform spheres colliding with the player ship to calculate the delays accurately, and to determine the time to start the playback of the sound.
Then you would
in addition to this have to calculate the velocity of objects that produced the sound
and keep tracking that while the sound is produced, then apply that knowledge to how the player ship moves through the waveform...
Actually, the easiest brute force solution would be to detect the player ship's "collisions" with each sample of each waveform but you can see how that would be
somewhat inappropriate and unfortunately expensive computationally. Basically you would have to do on-the-fly interpolation of each sample by changing the pitch of the sound based on how much the time between the samples differentiates from the original time between samples, and seeing how you would need to operate at around 44 kHz, that means 44100 samples per second
per sound, and then you can have any number of sounds to simulate simultaneously...
