I'm sure this has occurred to others, but here's a simple trick for when you want to create a complex soundscape for a game, but can't find a single track that does everything you want. Layered Soundscapes This trick uses the ability to play multiple playlists at once to create a layered and complex environment of sounds. I'll be using the scenario from my game as the example, although it's actually a pretty simple version of this. The Problem I had a session where a Kraken was going to be assaulting the party and was going to be using an ability to control weather to turn the weather into a hurricane that would batter the party before the Kraken's minions came down on the party. There are some great weather soundscapes on the battle bards list in Roll20, but they are either long and relatively gentle, or short and violent. I wanted a long set of background storm noise interspersed semi-randomly with blasts, rumbles, and deafening crashes of thunder. The Solution Not being an audio engineer, I didn't want to try to assemble this collection of sounds on my own. Instead, I created two playlists. The background playlist This playlist contained the basic long storm soundscape tracks that I found. They had some thunder effects in them, but nothing BIG. The emphasis playlist This playlist contained a mix of the various loud thunder rolls and crashes that I had found interspersed with several silent tracks (See note below) of varying length. This created a set of loud storm noises that played at different times across my background storm noises. I had silent tracks of 5 seconds, 30 seconds, and 1 minute. Both playlists were set to repeat. Here's what my playlists look like: * Note on the silent tracks: While I used actual empty tracks that had no sound in them for my empty tracks, you could as easily just put any old track in those positions and move the volume slider for them all the way to 0. Trick Extensions/Modifications Use more playlists to create separate tracks of various environmental aspects you want interspersed in your scene (sword strikes, magic attacks, screams, etc). Play around with the different play modes of the playlists and their contained songs to see what various mixtures do (e.g. a playlist that is set to simulplay, but has tracks that are set to repeat).