Ah, I see. The minimum attenuation of ambient sounds can vary obviously. Some sounds use a natural fade curve, rather then a logarithmic curve. The natural curve gives a smoother fade out when moving away from objects, but can be a bit more harsh of a fade out as well.
Also, the base with running water, the attenuation is a bit smaller on those because I wanted to have the water sound faint if you were near the generator, I tried a larger attenuation on 1 map and it was way to noisy and you could not hear anything else but water.
This is just one of those situations where you have to favor game play more then anything. Being that Tribes is a shooter, sound notifies of people shooting. walking or capping objectives take priority.
Dont get me wrong though I love making soundscapes, I had an older version of audio for the raindance map where I had 3k+ sound nodes on the map. Yes it killed performance and I had to remove about 2800 of them lol. But it sounded so cool. Every drop of water had a sound for all the terrain types. Water dripping off buildings, etc. It was pretty wicked.
Thanks for the feedback though guys, and I am glad your enjoying Tribes! Look out for a new patch soon.