divided soundbanks for more granular control. For instance, there is one soundbank for caves, another for grottos, nordic barrows, imperial ruins, ....
remade the condition for door sounds when a target cell is defined
added many sounds
Added readme.txt
Version 0.5
Fixed tavern ambient music path. Fixed cave soundbank that had "Ebonheart" as a cell name. Sound files moved into sounds\DynamicSounds\
Version 0.4
Fixing pattern matching on Daedric. Tunning some sounds frequency and volume.