Well, not sure if its been like this since the major sound update or not, but i think the reverb on the tunnel sounds way better, much more realistic. Again, not sure if its been like this for a while or not, but it sure does sound well to me.
There was a sound levels change in this update, so it's quite likely that the reverb is more audible from the driving views.
In addition, the switching is more obvious, and that's most noticeable in the replay (trackside) angles. Previously, the "tunnel" reverb was faded in and out as the car went through a tunnel, and each of those dynamiclly 'verbed channels (one per car; possibly limited to a maximum number of "nearest" cars) fed into the main track reverb, as it should.
Now, the main reverb itself switches from the track mode to tunnel mode when the
camera enters tunnels only. This results in audible popping. Cars do not sound like they're in tunnels unless the camera is in a tunnel now, a distinct change from the previous version.
The sound overhaul a few updates ago, that added the cabin resonance effect, also boosted the reverb level and scaled it more realistically with distance (for replays), giving the game a more spatial feel. That's when I noticed the reverb blending per car, and there was some early-reflection stuff going on (using the interior resonance filter tuned differently, at a guess).
That same update removed the "speed of sound" simulation, where sounds would lag behind visual events depending on their distance from the camera, freeing up some memory in the form of reduced sound buffer space requirement.
Removing the extra reverb channels in the latest update has further freed up some more buffer memory, as well as a bit of processing power.