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Object Sounds & Effect Sounds

UncleTgt

SOH-CM-2025
So whilst fumbling around to create some new infrastructure/vehicle objects I came across the issue of CFS 2 assigning sounds to different objects, and Effects.

So Ships have a distinctive sound, as do vehicles, & tracked vehicles are different to wheeled vehicles. I'm guessing the Object family in th DP file is key here...

But certain Effects also have Sounds associated with them, eg.

"fx_fire_smoke_l.fx"

the header reads
...
Sound=5
Sound Param=22

....

Does anyone know how these sounds are assigned, particularly those assigned to different Effects? This might be something we can use to further enhance the "immersion" factor during Missions, if only we knew what the content of the index of Sound Params was ... :dizzy:
 
A few ago I tried messing with this. From what I found is that CFS2 has a build in list of sounds so we can't add are own sounds and lack a loop sound command so even if we replace sounds there is no way to tell CFS2 to keep playing the sound.

The best way to add ambient sounds may be by mission triggers.
 
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