@cobaltasaurus Voted for 3.
I think they're not bad, but most games that have used them have heavily over-used them, and often for the wrong purpose. They've also coded them in simplistic, and at this point outdated ways, that you could (and should) avoid if you want to bring this mechanic into the modern era.
First, you need meaningful content. Emits are pointless if they're generic and unchanging. At that point they should be part of the desc. For instance, having some kind of generic NPC merchant bark that plays at frequent intervals in a market ("Fresh khlav kalash!") is pretty pointless. However, if the NPC is relating something about a seasonal good (based on time code), a rare offering (rng'ed out of a larger list), or similar... then that emit has some RP value.
Second, codewise, we can do better than simple timers, and be more context-aware. Because once you've seen an emit, additional plays in a single RP session add nothing but spam. It would probably be better to structure emits so they play (perhaps after a randomized delay, to differentiate them from simply being part of a room desc) the first time they would occur with unique content in a given scene. So you get a rain emit the 1-5 minutes after the weather object updates, and then not another one until the weather changes or you're in a different scene (or possibly after more people have joined the scene, depending on how spammy you want to be).
Also, for log purposes, you probably want to put a tag at the front so they're easy to client filter.