Nobody I know would care, so I'll tell you. I made a stupid basic world gen from a tilemap and noise. You know, the basic stuff. Then made a little NPC that wanders around and will change it's walking behavior based on the type of tile it's on. Niiice.
I'm a programmer, but never done this kind of stuff before so it feels like I'm starting from scratch. It's fun again.
What exactly do you have in mind? I'm not an professional sound engineer, but the last time I worked with sound effects in Godot it appears very mature and feature rich for me.
Well some basic sound handling like having entry and exit points on a sound node allowing a sound to be sync with another without a strong cut in and out.
To make this it would be more effective to have a dedicated window pretty much like the animation tracks with basics sound editing functions.
More sound node type, like a node with multiples sounds/audiostream inside that can switch from one to another depending on a var state.
A node that plays audiostream in sequence or at random.
Just check the basic functions in Wwise. Godot is powerful enough to skip entirely the use for a audio middleware for adaptative music...