I did notice that the tavern noise you can hear from the outside the door only plays during certain hours in the evening when the tavern should be crowded, so at least those sounds don't play 24/7. But you are right that it does not distinguish whether there are actually NPCs inside. I always just imagine that there is more of a crowd in the other room and the room I am in just happens to be a quiet back corner fo the place. The game is a representation of the world and the number of buildings we see and number of people we see in the streets for instance is only representational of how many people are actually there, since the population would actually be much larger if the books are to be believed. It took a mental adjustment because I at first, I had the same reaction you did, but now the background pvssyr in the taverns, both inside and out make the taverns feel more active and alive to me, even when there are few, if any actual NPCs about.
But the individual voices, yelling, burping, laughing, etc. -- I used the silent file to silence all of that (both from taverns and cities). The only tavern sounds I have are the background pvssyr adn an occassional dropped utensile.
Thanks! I will definately have to check this out.
I think such an update would be well received. One of the things I like about SoC is the locational specific looped sounds, like alchemy apparatus bubbling, noise outside the tavern door, wind whistling in mountain passes, as well as the bird sounds in the wilderness and all of the added ambiance to dungeons, the sound of water rushing near waterfalls. If you could make your ambient sounds more locational specific and be more discriminating about when they play and remove incompatibility with All Natural, I think that would be quite an improvement. Many people are turned off from SoC because it has too many unwanted sounds and not everyone has the patience to spend a couple of hours weeding them all out. You are right that it would be a lot of work to put such a mod together, but I think it would be an awesome mod if you did,
Now if you could remove the bug where the locational sounds stop playing after you pause the game to enter a menu (and won't start playing again until the cell reloads) you would be a God. That problem exists not only in SoC, but also in other mods that add locational sounds, like David Brasher's Dwemer Ruins (e.g., enter a dwemer ruin and hear all the familiar hum of the machines that gets louder as you approach that spinning gear contraption, open the chest next to it and all gets quiet while you are in the menu, close the chest and no more dwemer machine sounds until you reload the cell). I am not sure what causes it, but if anyone does a sound mod that solves that conundrum, that will be the mod I use.