Whenver you finish this...will it be just sound files? I hope it so that I don't have to waste a mod spot. Right now...I have the max # of mods already...But if I must, I will yank one off to give new space!
The mod has an esp files. Sounds are distributed around the world so it needs one.
If you have a EAX capable Soundcard you can try Sides EAX Control (http://tesnexus.com/downloads/file.php?id=32128) which recognizes the size of a room and then adds echo or diffusion to the
EAX sounds. I would not play without it now.
Sounds of Cyrodiil will be great. Absolutely excellent work, Cliffworms. Can't wait to try it ingame!
Ah that's nice.

Though I must admit, unless it has been corrected, I didn't really like the echo you hear in the Market District when two people are speaking. It had the reverb of an empty room.

Probably listed on that site, but in case you haven't seen it yet I use http://www.freesound.org/index.php for all my custom sound effects. It has tens of thousands of free sound files, most of them have very high quality. Combined with a decent sound editing program you can get almost any sound effect you want there.
Also, in my Sheogorad mod I use a special sound emitter setup for Velothi dungeons. It's a scripted activator (only an editor marker so not visible in game) that moves randomly around the player from time to time and emits scary sound effects. That way you always hear different sounds from different directions. Works very well, maybe you could do something like that in regular dungeons as well. Instead of having static looping sound effects like in vanilla dungeons exclusively.
Oh cool thanks for that website Phitt! I'll spend a lot of time browsing on this one.

I use Sony Vegas for my sound editing needs.
Thank you for this idea about the dungeons. I was indeed thinking of scraping the looping sounds because they get very repetitive. I thought of an activator in each dungeon cell that plays the sounds every now and then. I didn't know it could be moved around the player though.

Do you use a certain function to recognize a dungeon cell or have you placed this activator in every dungeon cell?