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 ...
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