I’m not enabling modding of the asset, I’m enabling modding of my engine that uses the asset. If they wish to sell the mod they will have to purchase the assets again for their mod.
But again I’m not asking only about that because I can disallow modding with one paragraph, what I’m also asking is which filetype can I use for the audio; is .wav ok?
The consequence of your view of the license is that I will distribute the audio as .wav and then tell the modders that the audio has to be deleted from their harddrive if they choose to use the mod capability, it will paint the royalty free asset business as a whole in a very bad light.
In the broader perspective, how are you content producers going to survive in the future when everything will be moddable?
I mean Minecraft and Roblox have 280 million monthly users combined (say 200 if 80 use both) that is the most dedicated userbase of any product type in history.
And if you look at concentration of value, revenue per employee the numbers are off the charts = there is money that is not being redistributed because the content providers are holding back with bad licenses = Minecraft and Roblox look and sounds bad = the world is in a worse place.
Nobody wants to buy a finished product, the whole point is to create, not consume; which you as content creators must understand?