Richness adds character to each SoundStory by dynamically mixing sounds to keep them interesting and avoid becoming repetitive. Richness controls how these extra sounds are mixed. It can be set to three levels:
High: With Richness on High, the SoundStories are the most complex. For example, in the Ocean setting, the sound of a fog horn or barking sea lion will occasionally be heard. In the Rain setting, a thunderclap will occasionally be heard.
Medium: In the Medium setting, only more moderate sounds will be incorporated into the SoundStory. Additional sounds such as bird calls, will be played, but they will occur less often.
Low: In the Low setting, the SoundStory will play at its most moderate level. For example, in the Ocean setting, only waves will be heard.