Sure, and yes we had a back and forth about it.
Still / again, no (direct) response on the script snippet bit: so what did you think of the way I went about it? Did you copy it / alter it / did something completely different? Still some relatively simple tweaks of course, and I tried to emphasize some things
just a bit. Btw, first time I saw
the spiral on my screen (it remains till you click forward right?) I thought it was some bug/glitch or smthng..

And... good chance it was that piece of code that made you look deeper into how the game uses audio? (Again, some communication about it would've been appreciated.)
So I was a bit annoyed, because twice you don't respond on it, and then you present a changelog that has it included (+ the audio stuff).
But ah well, no biggie or smthng, and you're doing the heavy lifting here, and you efforts are appreciated of course. Good luck finishing up on the update.
Btw main reason I was late with my own reply, was because first you responded quite briefly and addressed only 1/3 of my post (IIRC), and I only saw the other day you elaborated on it / expanded it.
Personally I'd ditch the slider that's just there for the main menu music (just have 'Music').
I reckon the game uses config.main_menu_music to define it? Yeah, sucks it can only take a string with the filename.
What you
could do, is to leave that undefined, and manually start the music in one of the before_main_menu or main_menu special labels, and set the relative volume accordingly.
Are the other sounds properly normalized / have proper relative volumes to each other?
For this one mod I'm doing I'm utilizing a dict with all the sounds and their (by ear) tuned relative volumes.
Audio gets played via calls to my own custom function then. (Still may have a look into the possibilities of overruling the standard play statement via CDS or smthng.)
Have you considered assigning whispering & moaning to 'voice', separating it from the other (sex) sfx?
And then the other sex sfx could use the same mixer/slider as regular sfx?