Grand Theft Auto V, and its use of dynamic audio, by RPG.
For a decade old game, GTA V definitely stands tall within the other triple A titles released at that time; the attention to detail, whether it be with civilians who make the map lively to areas where you can explore without necessarily having to complete missions.
It is safe to say that audio is a huge part of GTA V, and its environment. Its in everything from the music that plays in cars to when civilians talk on the phone or to each other.
An example of a type of audio commonly used in games is dynamic audio, whereas you could walk into a room for example and music would get louder as you enter and quieter as you exit; this certainly is shown where you can hear the radio playing as you walk past certain buildings (and the songs are dependent on the area you are in on the map, making it even more unique and attentive to detail). The radio stations in game are sometimes divided, for example having specific radio stations for specific areas or zones; two examples of these are Radio Mirror Park and Still Slipping (Radio Mirror Park being focused in and around the Mirror Park area and Still Slipping having a very small radius just outside of Mirror Park and within East Los Santos.
Another element of audio is when characters interact with each other while passing by each other, this could be considered dynamic because it retains within GTAV's atmosphere. Civilians have varying voices, varying voice lines and different ways of approaching things; which makes the game unique in a way that it represents the lesser cared-about details within the game.
Additionally, it wouldn't be fair to not add the use of dynamic emergency siren audio; when a police car or multiple police cars are responding, you will either hear the singular one or a doppler effect of all of them together which is also variable to the distance at which they are positioned from the player.
Some very small details about GTA Vs weirdly unique and expansive dynamic audio that nobody really notices:
The use of faint car revving sounds, and the sounds of honking when in larger metropolitan areas.
Distant shooting and explosions, with bullet cracks and whizzes.
Faint but noticeable wind sounds when near wind turbines, open areas or up high.
Walking sounds dependent on surface; for example squelches when in wet mud.
Some NPCs sometimes get annoyed, and some randomly insult you; another weird detail about GTA which makes it...GTA.
Conclusively, I think the way GTA has implemented audio makes it just that more realistic; and helps build a nice and lively atmosphere to roam around in.