but there's no need to express your angst in a disdainful manner.
I was not being angsty nor was it my intention to come across as disdainful. I was speaking matter-of-factly.
Moreover, IMHO, it is as well acceptable to mix real space sounds and "space music" to create appropriate atmosphere of space journey
But this thread/project is specifically about collecting and creating ambient environment sound effects, not music. Music is already being covered elsewhere and should be separate from this.
Or probably make several available modes for soundscape - "no music","only space sounds", "space soundtarck", "mixed soundtrack", "mp3 player".
I agree, these should be options in SE, like in most games. To be able to toggle music and set its volume, and the same with other types of sounds. In this case, environment sounds. This will allow users to sculpt their own aural experience.
I think it's ok to be a bit forgiving about what space "sounds" are. Since there are no sounds in space, radio waves will have to do instead, so the radio waves have to be converted and modulated into something audible and that can be done in several ways, and one way might suit one kind of radio waves better than others.
There is a generally accepted definition for these things though, and I know that a decent percentage of people are familiar with it. They just often don't realize what these "sounds" actually sound like because the internet is saturated with artistic impressions and ambient scores claiming to be them.
The link I provided in my earlier post is for a website of the Radio and Plasma Wave Research Group at the University of Iowa - the people responsible for the plasma wave instruments on Voyager, Galileo, Cassini, Mars Express, Juno, the Van Allen probes, and so on.
Moreover, the data that they use for this is usually in the same range of radio frequencies as human audible sound frequencies are (20 Hz - 20 kHz). So they don't do any special manipulation, most of the time the playback is converted to sound at the original radio frequencies and also in real time (though not always). But the key point is that it is a direct auditory representation of original data gathered in various space environments. That's why it's important, because it directly represents what is occurring in those environments, and this is why it is useful for making environment sounds.
Voekoevaka, I'm sorry if I was rude, it was not my intention. I appreciate the effort you put into assembling this collection.