There's only music, voice, sounds, movies & global for in-editor sounds. You could do that for sounds played via Lua script though. Maybe play the ambient ones via that. You'd have to specify the default value that you want to play the sound at then calculate the actual percentage based on the volume percentage set in the menu.
Some decent Lua tables would sort that out... mind you, you need to create tables for sound paths anyway if you decide to use the openAL sound engine via Lua script...
var = "vispath:sounds/sound001.ogg" -- variable
or...
sndz = {}
sndz["_temporary_"] = "" -- set it as temporary so as not to store data in save files
sndz["ambient"] =
{
{path = "vispath:sounds/ambient/amb01.ogg" vol = 100, bal = 50, loop = true}
{path = "vispath:sounds/ambient/amb02.ogg" vol = 55, bal = 25, loop = false}
{...}
}
play sound...
-- play sound in table index 1 with custom parameters...
startSound(sndz["ambient"][1].path, {flags=1, volume=sndz["ambient"][1].vol, balance=sndz["ambient"][1].bal, loop=sndz["ambient"][1].loop})
-- quickly play a sound with default settings...
startSound(sndz["ambient"][1].path)