I just played the FM Awaiting the Storm, which has background music and a rain ambient sound. It was hard to discern the guards' voices in the din of heavy rain and/or background music. When adjusting the levels, I discovered all these sound types---weather, voices and music---were adjusted with the same slider, ambient volume. The other parameter was sfx volume---e.g. footsteps, water arrow splash and blackjack impact. Maybe it should be hard to discern what people say when there's a storm, as an FM design choice, but I think the player should be able to himself set the sound levels for ambient music. People's hearing and their ability to discern one sound from another is highly variable. Even if the ambient music sounds nicely balanced with characters' voices for the FM author, it might not for the player.