That sounds like the sound region is not being made right.
There are two ways you an do it:
1) Go to the scripts menu and make a PyPRP Generic Logic Region.
2) Scale it, edit it to the area you want to cover. Make sure you hit Cntl-A after you do so to apply the scaling and any rotation.
3) Go to the Logic Menu (purple smiley face). The first logic string should already be there and say Type and Region.
Add another logic string that says "Regiontype" for the name, and soundregion.
Add a third string that says: "soundemitter" for the name and put in the name of your soundemitter you put in.
OR
Do the first 2 steps above, but instead of step 3, go to your ALCscript and put this in:
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YourRegionName:
region:
type: soundregion
soundemitter: NameOfYourSoundEmitter
Then for the ALCscript for the sound emitter, do like I showed in the post above, except leave the softvolume part out, AND leave out - autostart (autostart will make the sound start playing the moment you link in. By leaving it out, you have to cross into the region to make it start instead:
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Windemitter1:
type: soundemit
sound:
flags:
- looping
file: MyWindFile
volume: 0.5
type: ambient
NOTE: This will NOT work if you link in to the region...I know, I tried that way way way way way back when I first made Zephyr Cove. No mater how hard we tried, we could not make the sound toggle on if you linked into the sound region. You have to cross one of the regions boundry's
I still say your best bet is to use Softvolumes. They are not that had to use, however, the one article we have in the Wiki is more about theory of them than actual instructions with examples, so good luck.
Also, here is a link to my tutorial on triggering sounds over at the GoMa Froum:
Triggered Sounds