Currently the sound is not really attenuated properly when zooming out, which breaks immersion a bit. This patch by @Samulis fixes that.
@Samulis wrote:
It makes the curve used to calculate the attenuation of sounds shorter, resulting in sounds diminishing much faster and more accurately. Before sound would not diminish unless the camera was far beyond what is possible in the game itself.
It also changes the way positions are calculated so as to allow further and closer items on the screen to have different attenuations, meaning a distant sound source will be quieter than a closer one. Previously the sound level was based only on camera height, which is how one would implement sound for a top-down or isometric game, but not suitable for an angled camera game like this where it is possible to have huge amounts of the map in view at once.
The advantages are in both realism and also in gameplay. While it is no loner possible to hear an enemy mining across the map, it is now possible to discern close and distant objects much easier, and battles are way less cluttered sonically, as distant combatants are now diminished rather than all at the same level.
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