You all struck gold. Super excited in how this proceeds!
1. If music-by-feeling will randomly pick new tracks from the library instead of repeating a single track, will it “normalize” the tracks by BPM; Either based on a set target or whatever the first played track happens to be with a overlap fade automatically?
2. Will we be able to tag or somehow label tracks and sound effects with either ratings or some kind of filtering mechanism so that the interface will either always include or omit them?
3. I pretty much run all my games in Foundry now with LiveKit AVClient, as friends have grown old and are scattered across the globe. Will integration with Foundry be a dedicated focus of this product, or still only a good-faith desire to help anyone who tries to make the integration themselves?
4. One of my favorite parts of the module-based sets in OG was the speech acting for NPCs… and one of the absolute worst parts is the automatic ordering / figuring out which of the identical buttons I needed to press for different conditional or multi-part blocks and no way to preview it before it played live. Even in the rare times I had time to prep them, I would forget or accidently click the wrong button very commonly. 
4.1. Will these types of narrations be continued and available in Nova?
4.2. Some method to record character voices with customizable voice transformations for your own games would be awesome.
5. If being able to add my own music files into the process is intended to be a thing, I would love to be able to create multiple “virtual” entries from a single mp3 or other sound file target by setting a name and the time codes for the start and end of the virtual track/sound from the same file.
5.1. Example: Say I have a 4 minute long song I want to use because the majority is really creepy but the first 15 seconds and the last 30 seconds kind of “resolve” the feeling and I don’t want that to randomly play.
A possible scenario: To start, I would select something like “Create Music Track” and make the file available (however needed… saved locally, online, whatever). By default, it takes the file name without extension, sets the start at 0s and the end at whatever the length is. I overwrite the defaults to name it “Mega Creepshow”, set the start at 0m:15s, and the end at 3m:30s and check off to add fade in / out for the cuts with a 5s setting on each. Now in my library of music options under the category, I have Mega Creepshow that starts at that 15s mark by fading in over 5s to full volume at 20s and fades out starting at 3m:25s, to end at 3m:30s. I can further refine the categorization from the existing controlled metadata to classify it for use, so that it is available in the right contexts.
Later, I can select “Create Effect Track” and select the pre-existing base file I uploaded already as the source. This time I set the name to “Combat Resolution” and mark the start at 3m:30s, leaving the end at the default it automatically reads of 4m. This time, no fade in. I now have a new Effect that I can play as a one-off from a sound board to celebrate the resolution of a combat that only plays the last 30s.


Either way, yes, the idea will be that VTT integrations will take advantage of this new concept of sound. I’m sure you can imagine (with me) how incredibly relevant this way of thinking about sound suits VTTS = Location tied to map, adding effects over the top, creatures tied to encounter trackers, music an emotion thing that is controlled separately.
