Hello All, Sorry for my prolonged absence. I'l be getting back into the programming thing in the new year. Its good to hear all of this oniterest in the sound stuff. I'll try and explain some thing as easily as I can. I'll also be writing up a short description of how the sound stuff works. Some of it is counterintuitive but it explains a lot of why we do things the way we do. Currently the sound system will locate a sound source so when listening in stereo sounds from the righ of the screen come out of tthe right speaker. My issue with the battle intensity sounds is that this would largely eliminate that. and I think it would be bad. I believe if we had formations, and could easily locate a group of fighters to one area, it would then make sense to have one sound for 10 archers firing instead of playing 10 singe arrow shots at one time. But otherwise we lose a lot unless we introduce some complicated method of grouping and locating similar fighters. Of course we need to be very careful not to do anything that takes too long. This code would need to be executed every frame. I have always worked to keep the computation time to a minimum there. Also note that the current code does alter the pitch, volume and frequency for most sounds randomly. This is in addition to the 10 or sos sounds there are for a sword clank. These also get used in a random order and have their volumes and pitches altered randomly. I think it is important to remember this is a game. The sounds should first serve the game, making sure to alert the player of important events, and not serve to confuse them with too many sounds. It would be nice if in addition to that everything sounded like a hollywood movie battle scene, but playability should come first. Please feel free to ask any questions. I'll try to be in IRC more too. Let me know if there is a good time and I can try to be online.