Thanks for the feedback!

That folder mistake is typical of me.

I've just uploaded the new file with the fixed folder paths. Since it's a 65 mb download, those of you for whom the sounds do not play, take the Oblivifall folder in the Sounds\SFX directory and put it in your Sounds\FX directory. You can then delete the SFX directory.
Otherwise, simply delete the SFX (NOT FX!!) directory and re-download the file.
Thanks!
I love the concept of atmospheric noises in dungeons, but the looping soundtrack is about like the music for NWN or Final Fantasy - it's nice the first couple times, but after that it gets on your nerves. If I may make a suggestion: Why not just have a bunch of isolated sounds that play at random intervals? That would add much more to the immersion, IMO - you're not hearing the exact same sounds in the exact same order, over and over again, at the exact same interval. Just my two cents.

I understand your point. And I've thought about it for a while.

But I decided to create looped ambiances because having many hand-placed sound effects that play at random for the 300 (or more) dungeon cells is time consuming.
Also, having a sound effect that plays randomly may not be played at the right moments, or they might not fit with the environment or situation. While creating an already pre-made ambiance allows me to have more control with the tone and mood I want to give to the dungeons.
Finally, I've put the sound ambiances at a low volume, in-game, so that the sound effects are not too noticable but add to the general ambiance. I'm actually thinking of dropping the volume a bit more.
Thank you for your feedback, Walker! :goodjob: