I would be good if a sound file could be associated with an entity (currently possible in the Sound0 and Sound1 field), but assigned a radius range, so that the sound was faded in and looped when the player got close to that entity.
This would allow entities such as a generator or a waterfall to have their default sound associated with them, and the play as the player got nearer/fade in.
The sound zone system is fine for some things, but if you have a lot of 'noisy' entities such as motors/engines etc., they are very poor, as for each entity you have to set up a sound zone, and I've not been able to reliably get sound zones to fadein out depending on distance.
This would be really useful especially for environmental entities such as trees, which could have a low leaf rustling noise when the player was within say 200 units., its all these things that add to the realism of the level, and to manually add 50 sound zones for trees, 20 for waterfalls, etc., etc., certainly isn't the most efficient way to do this.
All it would require would be the sound to play put in the 'sound' properties field, and a 'sound range' property which could fade the sound in as soon as the player was in the range.
Thoughts?
Custom Mac Pro (2014): OSX 10.10 (Yosemite) and Windows 8.1 Pro:
Octa-threaded Xeon E5 v2 @ 3.7Ghz [9775]; Dual AMD FirePro D500 (3GB VRAM Each) [3769]; 12GB RAM [2517]; 512GB SSD [9074];