They are all listed in 4.cat as types/sounds. In this file they are all split up into pools of sounds.
The pools look like this:
// pool 000
0;6;
210;128;NULL;0;0;0;0;
50;100;NULL;0;0;0;0; // 1 SND_LED
180;155;NULL;0;0;0;0; // 2 SND_MSGDA
180;115;NULL;0;0;0;0; // 3 SND_REPAIRED
180;155;NULL;0;0;0;0; // 4 SND_DAMAGEMADE
180;100;NULL;0;0;0;0; // 5 SND_WORD
This is pool 000. These organise all sound files for 0001-0099.
"0;6;" Shows it is pool 000 and there are 6 entries.
"100;26;"Shows this is pool 100 and there are 26 entries.
Currently (1.2.1) there are pools ranging from 000 to 1200. There currently are no pools between 200-700. Im guessing these are free spaces for us.
Adding the sound effect
It seems the WAV files used by Egosoft are a bit different to the WAV files created by the "Sound recorder" in windows. You will need to splice one of your sounds over an existing egosoft sound.
Take the sound effect you want and make sure is is WAV format. There are many free programs to convert it from other formats. Extract one of the WAV files from the Egosoft folder.
Open the Egosoft file with the sound recorder and play the file to the end. Go to edit and select "Delete before current possiton". This will clear the file. Select Edit/insert file... and select your file.
Save the new WAV file with a new name for the moment. You will then need to add it to a slot in the Sound.txt file.
If we all use different mods then it shouldnt matter about clashes. Only if we want to run two of the same mods at the same time, there can be no clashes allowed.
Extract "types/sounds.pck" into a txt file. Open it and scroll down to the bottom of the 100 pool. Add the following lines.
// pool 200 my custom sounds
200;1;
150;225;SFX_AUTOFREE;0;0;0;0; // 200
If you want to add more than one sound change the line "200;1;". Remember, the final number in that line shows how many sounds are in this pool. So if you want 50 sounds in that pool you will need "200;50;".
Additional files will need to be listed like this...
150;225;SFX_AUTOFREE;0;0;0;0; // 200
150;225;SFX_AUTOFREE;0;0;0;0; // 201
150;225;SFX_AUTOFREE;0;0;0;0; // 202
e.t.c.
Rename that WAV file you created and call it 200.wav and add it to a mod under the folder s. Compress and add the sound.txt to the mod aswell under the folder types.
You should then have:
"s\200.WAV" and "types\Sounds.pck"
Currently the only way to hear the sound is to load up the script editor and use the audio command "Play sample <Var/num>".
Use it to play the sound 200 in your mod. It should come through nice and clear.
As for the other numbers such as "150;225;SFX_AUTOFREE;0;0;0;0; // 202" the official instructions are:
// priority;
// volume;
// flags;
// pitch variation range min; (percentage of one octave, 100=octave up, -100=octave down)
// pitch variation range max;
// volume variation; (percentage)
// min distance; (at what distance and how fast sound volume falls off)
Lets see what some of you can do with this
