Wardogs — Audio Data Reference

Extracted from cooked game data under /Game/Audio/ (UE 5.7 export, 1002 JSON files in Wardogs/Content/Audio). Every number below was counted by script over the whole folder. Behaviour meanings are inferred from property names unless marked as confirmed.

Format note: the files are not one-object-per-file. Each .json holds one primary export (the asset named after the file) followed by its sub-objects (UObject exports for behaviours, template-linked blueprint instances). Every export starts with its own --- export: <Kind> / <Name> --- line, so the parser splits on those lines and then json.loads each block. 956 primary exports + 1,626 sub-objects = 2,582 export blocks, 0 parse errors.


Season 02 update (2026-10-15)

Full before/after list: Season 2 Changes → World, Visuals & Audio.


1. Inventory

1a. Primary asset types by folder

Folder Files Primary Type (count) What it holds
Events/ 675 CrosstalkAudioEvent (675) Named audio events, one per gameplay trigger. Each lists behaviours.
Vox/ 151 WDAudioData (148), WDVoxSettings (1), DataTable (1), WDVoxAudioProfile (1) Voice barks, exertions, narrator, vox table, profile mapping
Player/ 62 WDAudioData (62) Footsteps, movement, parachute, ladder, stance, item sounds
Vehicles/ 16 WDAudioData (11), PDA_CBM_Map_C (3), REVModelAsset (1), CurveFloat (1) Vehicle surfaces, skids, CBM maps
Weapon/ 22 WDAudioData (22) Projectile impacts, bullet casings, attachments
Attenuations/HDR/ 34 CurveFloat (34) HDR attenuation curves
Convo/ 23 WDConversationData (23) Valkyra vehicle conversations
Destruction/DAs/ 6 WDAudioData (6) Building chunk tails and transients
Curves/ 7 CurveFloat (7) Gameplay curves (exertion decay, SMG external curve, UI ping, lock-on)
Ambience/ 2 BHSignificanceSettingsAsset (1), BHSignificanceEvaluator_Sphere (1) Significance settings for the Kavkazi river
Environment/ 2 DataTable (2) DT_ImpulseResonance, DT_RainSpots
Music/ 1 DataTable (1) DT_MusicSystem
UI/ 1 WDMicLevelMeterData (1) DA_MicLevelMeter (no exported properties)
Total 1002    

1b. Events folder breakdown (CrosstalkAudioEvent)

Sub-folder Events Sub-folder Events
Events/Player/ 126 Events/Comms/ 45
Events/Vehicle/ 125 Events/UX/ 34
Events/Weapon/ 121 Events/World/ 18
Events/UI/ 107 Events/Gamemode/ 15
Events/Environment/ 13 Events/Doors/ 10
Events/Music/ 9 Events/Prop/ 14
Events/Vendor/ 15 Events/Destruction/ 5
Events/Ambience/ 3 Events/ root (debug, stop, disconnect) 5
Events/Gear/ 10    

Total: 675 events. Each event has a NameTag (a gameplay tag, e.g. Audio.Event.Weapon.ReloadEmpty.Stage3). Tag prefixes by area: Vehicle 123, UI 111, Player 109, Weapon 105, Comms 41, UX 34, Item 33, World 18, Environment 15, Vendor 15, Prop 14, Gamemode 13, Projectile 12, Door 10, Music 9, Destruction 5, Ambience 3, Debug 2, OnDisconnect/StopSound/StopSoundFade 1 each.


2. Event structure (CrosstalkAudioEvent)

Every event has NameTag and Behaviors (an array of object references to sub-exports). Only one event carries QueueLifetime (AE_UI_FrontEnd_Enter_ConfirmationPopUp = 3.0 s).

Behaviour count per event (675 events, 1,704 behaviour references):

Behaviours per event Events   Behaviours per event Events
0 7   6 9
1 192   7 3
2 226   8 8
3 157   9 10
4 36   10 8
5 14   11 / 12 / 15 / 16 2 / 1 / 0 / 2

Events with zero behaviours (silent or stub): AE_StartDistantWarfare, AE_Music_InGame_Last10Points_FinalPoint, AE_Player_EnteredControlZone, AE_Item_Dropped_Stop, AE_World_Blackmarket_Enter, AE_World_GymTDM_Exit, AE_World_ShootingRange_Exit.

2a. Payload routing (what an event actually plays)

Counted across all 675 events (an event can reference more than one kind):

Payload route Events Notes
Direct MetaSoundSource (MSS_*) reference 294 Most common. 280 distinct MSS names referenced by events.
WDAudioData (DA_*) reference 43 Perspective and hostility variants (see 2c)
Direct SoundWave (SFX_*) reference 2 AE_Debug_23lufs (SFX_-23db), AE_UI_FrontEnd_Enter_LogoScene
Vox request (AEB_RequestVox_C, AEB_RequestSquadVox_C, AEB_RequestDamagedVox_C) 46 Resolves through DT_VoxData (section 6)
Only stop/end/parameter/CBM behaviours (no new sound) 91 e.g. StopSound, EndBehavior, TriggerParam

2b. Behaviour classes (UObject sub-exports, all folders)

Count = number of sub-export instances in the dump. “Key properties” are the ones seen in the census.

Behaviour class Count Key properties Inferred role
CrosstalkAudioEventBehaviorAttachSoundToActor 209 SocketName, AttachmentOffset Attaches the sound to a socket on the owning actor (offset in UE units)
CrosstalkAudioEventBehaviorPlaySound 199 Sound, ContextTag, SoundRestartBehavior, FadeIn, bCancelFadeOut, CancelFadeOutDuration Plays a MetaSound or SoundWave
AEB_AttachSoundToHeldItem_C 100 Socket Name, AttachmentRotationOffset, bStatic Attaches to held item (e.g. handguard_Attach, S_Muzzle)
AEB_PlayHeldItemPerspectiveSound_C 87 FirstPersonSoundTag, ThirdPersonSoundTag, RestartBehaviour, ConcurrentInstanceLimit 1p/3p pair chosen by tag
CrosstalkAudioEventBehaviorExecuteTriggerParameter 152 ParameterName (Trigger, Stop, HornOn) Fires a trigger or sets a named parameter on the running sound
AEB_EndBehavior_C 62 BehaviorClass Ends a named behaviour (e.g. AEB_Comms_StartPlayerVoice_C)
CrosstalkAudioEventBehaviorStopSound 59 FadeOut Stops the event’s sound (optional fade, e.g. 0.3 s)
AEB_DeactivateControlBusMix_C 62 Mix, Local Only, Delay Removes a control bus mix (SoundControlBusMix)
AEB_ActivateControlBusMix_C 51 Mix, Local Only Activates a control bus mix
WDAudioEventBehaviorPlayVehicleSound 41 SoundAssetTag, bPersistent, RestartBehavior Plays a vehicle sound by asset tag
AEB_PlayPerspectiveSound_C 38 1pSound, 3pSound, RestartBehaviour Explicit 1p and 3p MetaSound pair
WDAudioEventBehaviourPlayPerspectiveSound_HostilityAware 38 FirstPersonSoundTag, AlliedThirdPersonSoundTag, HostileThirdPersonSoundTag, SoundAssetData, bStatic 1p / ally / enemy variant set from a WDAudioData
AEB_VehiclePerspective_C 34 ContextTag (horn) Vehicle horn perspective; ConcurrentInstanceLimit = 0 here (meaning unclear)
WDAudioEventBehaviorDisableMusicState 32 StateToDisable Disables a music state (e.g. Audio.Music.SpawnBoardWait)
AEB_RequestVox_C 29 VoxRequest.LineID Requests a vox line by tag (DT_VoxData)
AEB_SetBooleanParameter_C 27 In Name (VehicleReady, HornOn, Destroyed), In Bool, Delay Sets a bool on the sound
AEB_StopSound_SpeedOfSoundDelay_C 17 Fade Out Duration Delayed stop for distant sources (by speed of sound)
AEB_SetImpulseResonanceParameters_C 13 (impulse params) Feeds impulse resonance (section 8)
AEB_PlayVehicleWeaponPerspectiveSound_C 15 FirstPersonSoundTag, ThirdPersonSoundTag, bUseManagedFireLoop Vehicle weapon 1p/3p
AEB_RequestSquadVox_C 10 Line ID Squad order bark
AEB_AttachSoundToVehicle_C 10 Socket Name (body_RadarSocket, gasPedal_J), Location Offset Vehicle socket attach
AEB_SetHostilityParameter_C 10   Sets hostility (ally/enemy) parameter
AEB_SetAudioParameters_C 10 Parameters (list of ParamName, FloatParam, BoolParam, …) Writes several MetaSound inputs (e.g. Gain 0.6)
AEB_SetBlendedFootstepSurfaceTrigger_C 9 AudioData, SurfacePropertiesMap Surface-driven footstep data (keyed by EWDAudioSurface)
AEB_SetSoundWaveArrayParameterByHeldItem_C 9 HeldItemSoundSet, SoundParameterName (ItemFoley.Waves) Sprint/item foley wave arrays
WDAudioEventBehaviorEnableMusicState 9 StateToEnable Enables a music state
AEB_Doppler_C 9   Doppler on moving source
AEB_SetVehicleHIDZAttribute_C 8 Attribute Tag (e.g. Attribute.Gameplay.Health.Engine), ParameterName (EngineHealth), ShouldNormaliseAttribute Drives HIDZ damage parameters from gameplay attributes
WDAudioEventBehaviorApplyImpulseResonance 8 IdImpulseProperties, DefaultResonanceRange, CollisionChannel Impulse resonance on projectile hit (section 8)
AEB_StoreFootstepData_C 7   Caches footstep data
AEB_HandleProjectileSimulation_C 9   Projectile flight sound
AEB_HandleRocketWhizby_C 8   Rocket flyby
AEB_AttachSoundToDoorHandle_C / AEB_SelectDoorSound_C 6 / 6   Door sound routing

Many other behaviour classes appear once to six times (e.g. AEB_PlayVehicleCollisionSound_C, AEB_PlayItemPickup_C, AEB_Vaulting_C, AEB_XPProgression_PlayRoleLevelUp_C). The full class list was produced by the census script; none were left uncounted.

2c. Perspective and hostility variants

Tags on sound assets carry a suffix that picks the variant. Distinct tag names in the dump (1,408 total) ending in:

Suffix Distinct tags Meaning (inferred from usage)
.1p 57 First-person sound (player’s own view)
.3p 41 Third-person sound (heard by others)
.Ally 16 Friendly-observer variant (from HostilityAware behaviours)
.Enemy 18 Hostile-observer variant

Example. WDAudioEventBehaviourPlayPerspectiveSound_HostilityAware on the ragdoll, ladder and stance events points at WDAudioData such as DA_Stance_CrouchToStand_Audio, with tags Audio.Asset.Player.Stance.1p, .Ally and .Enemy.

2d. Context tags and restart behaviour

  • 200 distinct ContextTag values. Most used: Audio.Context.Default (690 uses), Audio.Context.Weapon.Fire (85), Audio.Context.Vehicle.Engine (39), Audio.Context.Projectile.Rocket (22), Audio.Context.Door (20), Audio.Context.Player.Footstep.Transition (20), Audio.Context.Player.Footstep (19), Audio.Context.Vehicle.Engine.RearRotor (15).
  • Restart behaviour (ESoundRestartBehavior; the property is spelled SoundRestartBehavior, RestartBehaviour or RestartBehavior depending on class): Always 154, PlayBoth 65, PlayBothIfDifferentSound 61, IfDifferentSound 41.

2e. Hashed unnamed property

Events and some behaviours carry a property whose name is an unresolved FName hash (_aaabhgndclheajnnlnade; _aaabhonahgpdbjealfaaa_$ED076F31940B5000$_$23$ in exports before 2026-10-18). It is always a float (226 instances: 185 on events, 41 on behaviours). Values cluster by family:

Family (events) Value
Reload stages (ReloadEmpty, ReloadTactical, Drop and Drum variants) 50.5
Bipod fold/unfold 50.5
Vehicle reload 65.0 (55.0 once)
HIDZ wheel pop / destroy 150.0
Comms social (AE_Comms_Social_Nice, _No, _Sorry) 80.0
Most common overall 50.5 (72 events)

Its meaning is not confirmed. It looks like a per-event range or distance value, but the dump does not name it.


3. Notable events (real examples)

Event asset NameTag Behaviours and payload
AE_Debug_23lufs Audio.Event.Debug.23lufs PlaySound SFX_-23db (loudness calibration reference)
AE_Debug_AnimSync Audio.Event.Debug.AnimSync PlaySound MSS_Debug_AnimSync
AE_OnDisconnect_Reset Audio.Event.OnDisconnect.Reset DeactivateAllControlBusMix, Submix_DeactivateEffect on SBMIX_CriticalGroup_Heavy, _Medium, _Light
AE_StopEvent Audio.Event.StopSound StopSound, no fade
AE_StopEventFadeTrigger Audio.Event.StopSoundFade StopSound, FadeOut 0.3
AE_Comms_Social_Nice Audio.Event.Comms.Social.Nice AttachToActor + RequestVox Audio.Vox.Bark.Social.Nice; hashed float 80.0
AE_Comms_Request_Ammo Audio.Event.Comms.Request.Ammo RequestVox Audio.Vox.Bark.Request.Ammo + AttachToActor
AE_Comms_Order_Attack Audio.Event.Comms.Order.Attack RequestSquadVox Audio.Vox.Bark.Order.Attack
AE_Comms_Squad_Affirmative Audio.Event.Comms.Squad.Affirmative RequestSquadVox Audio.Vox.Bark.Squad.Affirmative
AE_Comms_LoggingIn_Connected Audio.Event.Comms.LoggingIn.Connected PlaySound MSS_Comms_LoggingIn_Connected_Preset
AE_Player_Damaged_Melee Audio.Event.Player.Damaged.Melee Perspective sound MSS_Player_Damage_FromMelee_1p/_3p + RequestDamagedVox (TakingDamage.Light/Heavy)
AE_Footstep_Stealth Audio.Event.Player.Footstep.CrouchWalk AttachToHeldItem handguard_Attach, PlayItemMovementSound MSS_Player_Movement_Footstep_Item_1p, SetAudioParameters, SetBlendedFootstepSurfaceTrigger DA_Surface_Footstep_Stealth_Audio
AE_Weapon_Fire_Start_Auto_Suppressed Audio.Event.Weapon.Fire.Start.Auto.Suppressed Held-item attach S_Muzzle, EnemyAccuracyScaling, SetHeldWeaponStartFireParameters, WeaponFire_PlaySound (looping fire tags)
AE_Vehicle_Weapon_Fire_Start_Semi Audio.Event.Vehicle.Shared.Weapon.Fire.Start.Semi PlayVehicleWeaponPerspectiveSound Audio.Asset.Vehicle.Weapon.Fire.1p/3p
AE_Vehicle_HIDZ_MainRotor_Damaged Audio.Event.Vehicle.HIDZ.MainRotor.Damaged Doppler, SetVehicleHIDZAttribute Attribute.Gameplay.Health.Rotor.Main into HIDZHealth, horn perspective, attach Collective_J
AE_Vehicle_SpawnVehicle_RadarFold Audio.Event.Vehicle.SpawnVehicle.RadarFold PlayAllegianceSound (MSS_Vehicle_Land_SpawnVehicle_Radar_Lonestar, _Valkyra, …) + attach
AE_Engine_Running_ROT Audio.Event.Vehicle.Engine.Running.ROT Doppler, 3 SetBool Engine On, SetVehicleHIDZAttribute Rotor.Main
AE_Vehicle_Stabilizing Audio.Event.Vehicle.Stabilizing TriggerStabilizingState, horn perspective, attach, PlaySound MSS_Vehicle_TNK_Stabilizing
AE_Countermeasures_SmokeScreen Audio.Event.Vehicle.Countermeasures.SmokeScreen SetSmokeScreenActiveTime, attach x2, PlaySound MSS_Vehicle_Countermeasures_SmokeScreen_Detonation
AE_Music_Deployed Audio.Event.Music.Deployed DeactivateCBM AM_CBM_UIScene_PopUpWindow, DeactivateCBM AM_CBM_UIScene_DeploymentScreen, Music_Deployed
AE_Music_InGame_EndGame Audio.Event.Music.InGame.EndGame ActivateCBM AM_CBM_Main, ActivateCBM AM_CBM_EndGame, DeactivateCBM AM_CBM_Critical, StopSoundOnPlayerCharacter, Submix effects
AE_Gamemode_SpawnBoardFinished Audio.Event.Gamemode.SpawnBoard.Finished DeactivateCBM AM_CBM_SpawnBoardWait, DisableMusic Audio.Music.SpawnBoardWait
AE_UI_FrontEnd_Enter_Collection Audio.Event.UI.FrontEnd.Open.Collection ActivateCBM AM_CBM_UIScene, DeactivateCBM AM_CBM_FrontEnd_MainMenu, PlaySound MSS_UI_FrontEnd_Enter_Collection
AE_UI_InGame_Vendor_Purchase Audio.Event.UI.InGame.Vendor.Purchase PlayContextualPurchaseSound, PlaySound MSS_UI_InGame_Vendor_PurchaseCart
AE_UX_Combat_Kill Audio.Event.UX.Combat.Kill EnemyKilledParameters, PlaySound MSS_UX_Combat_Notify_KillConfirmed
AE_UX_Spotted_SpottedConfirmation Audio.Event.UX.Spotted.SpottedConfirmation PlaySound MSS_UX_Spotting_SpottedConfirmation
AE_Vehicle_Reversing_Start Audio.Event.Vehicle.Shared.Reversing.Start Horn perspective, attach gasPedal_J, TriggerParam Start, PlayVehicleSound Audio.Asset.Vehicle.Reversing

Event tags do not always match the asset name. About 40 events differ. Examples: AE_Door_Warehouse_Play has tag Audio.Event.Door.Warehouse; AE_Gamemode_SpawnBoard_Loop has tag Audio.Event.Gamemode.SpawnBoard; AE_Footstep_Stealth has tag Audio.Event.Player.Footstep.CrouchWalk. Runtime code presumably looks events up by tag, not by asset name, but that is inferred.


4. Player Damage, Movement and Item Audio (WDAudioData)

WDAudioData holds a SoundAssets map (tag → MetaSoundSource or SoundWave) and, in 186 of 249 files, a SoundAssetSets map (set tag → list of member tags). Sets look like random-variant pools (e.g. Audio.Asset.Surface.Concrete → …Concrete.Wave01 to Wave05). This is inferred from the naming, not from engine code.

Folder DAs SoundAssets entries SoundAssetSets entries Notes
Vox/Barks/ 118 235 235 Two status tags only: Audio.Asset.Vox.Normal, Audio.Asset.Vox.LowHealth
Player/Movement/ 52 843 116 224 distinct tags: ladders (mount, down, slide, dismount), drag, footsteps, parachute, stance, swim, ragdoll
Vox/Exertions/ 26 30 30 Breath, focus, critical state, melee, throwing, vaulting, take-damage
Player/Item/ 10 60 0 Item data (ID_Armor_Audio, ID_Backpack_Audio, ID_Helmet_Audio, ID_Magazine_Audio, ID_LooseAmmoBox_Audio)
Weapon/Projectile/ 10 260 50 Per-calibre impact DAs (40mm, 72mm, 84mm, 93mm, 120mm, 122mm, 125mm, 155mm, Drone, Mortar)
Vehicles/Land/ 8 80 10 PZH2000 surface, skid and braking DAs
Weapon/Shared/ 8 229 18 Bullet casings (DA_BulletCasings_Medium, _Shotgun), impacts (DA_Impact_30mm_Audio, DA_Impact_Large_Audio, …)
Destruction/DAs/ 6 199 36 Building chunk tails and transients, small/medium/large
Vox/Narrator/ 4 4 4 Destroy-spotting barks (Buildable, Deployable, Player, Vehicle)
Weapon/Attachments/ 4 36 0 Attachment drag/drop and bipod fold (ID_Attachment_Bipod_Audio, ID_Attachment_Suppressor_Audio, …)
Vehicles/Shared/ 3 15 0 DA_Vehicle_Helicopter_Shared_Audio, DA_GarageVendor_Refuel_Audio, DA_GarageVendor_Repair_Audio

Footstep example. DA_Footstep_CrouchWalk_Audio maps Audio.Asset.Player.Footstep.1p → MSS_Player_Movement_LayeredFootstep_Stealth_1p, …Ally → MSS_Player_Movement_LayeredFootstep_Stealth_Ally, and …Enemy → MSS_Player_Movement_LayeredFootstep_Stealth_Enemy. This is the 1p/Ally/Enemy triple pattern from section 2c.

Surface data. DA_Surface_Footstep_Stealth_Audio (and its siblings) hold a SurfacePropertiesMap keyed by EWDAudioSurface values (e.g. EWDAudioSurface::Flesh), each mapping to a surface tag set (e.g. Audio.Asset.Surface.Concrete). Surface families seen in the sets: Concrete, Dirt, Glass, Metal, Water, Wood, Grass, Gravel, Asphalt, Default.


5. Conversations (WDConversationData)

23 assets, all Valkyra vehicle conversations.

Group Assets Duration range (s) Lines per asset
Backstory 1 (DA_Convo_Valkyra_Vehicle_Back_C1) 14.2 4
Generic 6 (Gen_C1 to Gen_C6) 6.6 to 15.5 3 to 5
Short 16 (Short_C01 to Short_C19, some numbers skipped) 3.2 to 7.1 2

Each asset has ConversationTag (e.g. Audio.Conversation.Valkyra.Vehicle.Dialogue.Generic.Var04), ConversationTime, and ConversationLines (ordered list of LineAudio SoundWaves). Line names carry a speaker suffix _Djinn or _Kaiser (e.g. SFX_Convo_Valkyra_Vehicle_Back_C1_L1_Djinn, ..._L2_Kaiser).


6. Vox System

6a. DT_VoxData (81 rows, Vox/General/DT_VoxData)

Row struct WDVoxBase. Key = LineID tag (e.g. Audio.Vox.Exertion.Breath.Inhale).

VoxGroup Rows Tag families
EWDVoxGroup::Bark 62 Spotting 35, Request 13, Order 5, Social 5, Squad 5, TakingDamage 4
EWDVoxGroup::Exertion 15 Vaulting 3, Breath 2, MeleeSwing 2, ThrowingGrenade 2, Focus 2, Jump 1, CriticalState 1, ProneMovement 1
EWDVoxGroup::Narrator 4 Narrator destroy-spotting lines

Timing and interrupt fields:

Field Distribution
InterruptibleBehavior InterruptedByBothSameAndHigherPriorities 70, InterruptedOnlyByHigherPriority 8, NotInterruptible 3
Lifetime 5.0 s (79 rows), 0.5 s (1), 1.0 s (1)
CooldownTime 0.01 s (77), 1.0 s (2), 0.35 s (1), 5.0 s (1)
PreDelayTime 0.01 s (72), 0.5 s (6), 0.15 s (2), 0.25 s (1)
PostDelayTime 0.01 s (all 81)

Two hidden fields (unnamed hashes) exist on every row: one bool (true on 3 rows) and one enum (EWDVoxGroup::Exertion on 3 rows, otherwise NONE). Their meaning is unknown.

6b. DA_VoxSettings (Vox/General/DA_VoxSettings, class WDVoxSettings)

Setting Value
VoxDataRegistry DR_VoxData (points at DT_VoxData)
InterruptFadeOutDuration 0.1 s
VoxGroupPriorities Narrator 1, Bark 2, Exertion 3, Dialogue 4
DefaultVoxPlayerStatus Audio.Asset.Vox.Normal
VoxPlayerStatusAssetTags Normal → Audio.Asset.Vox.Normal; LowStamina → …LowStamina; LowHealth → …LowHealth; Critical → …Critical
VoxPlayerStatusThresholdValues LowHealth 50.0; LowStamina 10.0

Dialogue (priority 4) has no rows in DT_VoxData. Conversations probably use it, but the dump does not say so.

6c. DA_Vox_Profile01 (Vox/Profiles/Profile01, class WDVoxAudioProfile)

81 VoxLineAudio entries, one per DT_VoxData row. Each maps a VoxLine tag to a VoxAudioData WDAudioData, with optional VoxAudioData1P and VoxAudioData3P (null in the sampled entry) and bSeparatePerspectives (false in the sampled entry). Example: Audio.Vox.Exertion.Breath.Inhale → DA_Vox_Profile01_Exert_Norm_Breath_Inhale.

6d. Bark asset counts (WDAudioData under Vox/Barks/, 118 total)

Naming pattern: DA_Vox_Profile01_Bark_<Category>_<Line>_1p and _3p. Each bark has one SoundAssets entry per status (Normal, LowHealth).

Exertion DAs (26): Breathing 2, Critical state 1, Focus 2, Going critical 2, Going low health 2, Jump 1, Melee 4, Prone movement 1, Take damage (melee 1, heavy 2, light 2, weapon 1), Throwing grenade 2, Vaulting fast 1 and slow 2.


7. Music (DT_MusicSystem, 12 rows)

Row struct WDMusicState. Key = music state tag. Each row has a MetaSoundSource track, a 4/4 quarter-note time signature at 90 BPM, a priority, and transition-in/out settings.

State tag Track Priority Transition in (fade, s) Transition out (fade, s) Disable when deactivated
Audio.Music.FrontEnd.MainMenu MSS_Music_FrontEnd_MainMenu 100 Logarithmic, 1.0 Logarithmic, 20.0 False
Audio.Music.Death MSS_Music_Death 80 Logarithmic, 0.2 Logarithmic, 1.0 True
Audio.Music.FirstSpawn MSS_Music_InGame_FirstSpawn 59 Logarithmic, 0.2 Logarithmic, 1.0 True
Audio.Music.FirstTimeLeaveSpawn MSS_Music_InGame_FirstTimeLeaveSpawn 5 Logarithmic, 1.0 Logarithmic, 1.0 True
Audio.Music.FirstTimeInCZ MSS_Music_InGame_FirstTimeInCZ 6 Logarithmic, 1.0 Logarithmic, 1.0 True
Audio.Music.EndGame MSS_Music_InGame_EndGame 101 Logarithmic, 0.0 Logarithmic, 15.0 True
Audio.Music.SpawnBoardWait MSS_Gamemode_SpawnBoardWait 62 Linear, 0.1 Linear, 4.0 True
Audio.Music.Last10Points MSS_Music_InGame_Last10Points 60 Linear, 1.0 Linear, 1.0 True
Audio.Music.Last5Points MSS_Music_InGame_Last5Points_Loop 61 Linear, 1.0 Linear, 1.0 False
Audio.Music.ShootingRangeTutorial.FlyOver MSS_Music_InGame_ShootingRangeTutorial_FlyOver 60 Linear, 1.0 Linear, 0.5 False
Audio.Music.Revived MSS_Music_Revived 81 Linear, 0.0 Linear, 10.0 True
Audio.Music.PreGameCount MSS_Music_PreGameCount 60 Linear, 0.0 Linear, 1.0 True

Music is driven by the WDAudioEventBehaviorEnableMusicState and WDAudioEventBehaviorDisableMusicState behaviours (9 and 32 instances). Priority direction (higher wins) is inferred from the values, not confirmed.


8. Impulse Resonance (DT_ImpulseResonance, 116 rows)

Row struct WDImpulseResonanceEntry. Key = static mesh name. Each row has StaticMesh (AssetPathName), AudioEvent (tag), and AudioLocation.

Field Distribution
AudioLocation HitLocation 109, OwningActor 7
Distinct AudioEvent tags 14
Top events Environment.ImpulseResonance.MetalSmall 43, …ShippingContainer 18, …OilDrum 12, …CivilianVehicle.Alarm 8, …Fence.Chainlink 7, …MetalBarrier 6, …Locomotive.FreightCar 4, …CivilianVehicle.NoAlarm 4, …LargeMetal 4, …SmallMetalContainer 4
Mesh folders Environment/Props 80, Environment/Architecture 30, Maps/WhiteBox_Assets 3, Megascans/3D_Assets 3

Example row. SM_Village_Fence_01 → Audio.Event.Environment.ImpulseResonance.Fence at HitLocation.

Projectile-side data. WDAudioEventBehaviorApplyImpulseResonance (8 instances) holds IdImpulseProperties keyed by item ID tags, e.g. Id.Item.SR_04 → ResonanceRange 1000.0, VolumeScaling 0.3. Units for ResonanceRange are not stored (probably UE centimetres).


9. Control Bus Mixes (PDA_CBM_Map, 3 assets)

Each maps the Audio.CBM.Interior and Audio.CBM.Exterior tags to a SoundControlBusMix.

Asset Interior Exterior
DA_Vehicle_Land_TankArtillery_Vehicle_CBM_Map (PZH2000) AM_CBM_Vehicle_Exterior AM_CBM_Vehicle_Exterior
DA_Vehicle_Land_SpawnVehicle_CBM_Map AM_CBM_Vehicle_Interior AM_CBM_Vehicle_Exterior
DA_Vehicle_Air_Helicopter_CBM_Map AM_CBM_Helicopter_Interior AM_CBM_Helicopter_Exterior

The tank entry maps both tags to the Exterior mix. This may be intentional, or it may be a data error. Check it before relying on it.

Event-level mixes: 28 distinct AM_CBM_* names are referenced by events, for example AM_CBM_Main, AM_CBM_Critical, AM_CBM_Focus, AM_CBM_ADS, AM_CBM_SafeZone, AM_CBM_NarratorActive, AM_CBM_TutorialVideo, AM_CBM_UIScene, AM_CBM_UIScene_Vendor, AM_CBM_UIScene_Scoreboard, AM_CBM_Helicopter_Interior_Gunner, AM_CBM_TGMFlight1p.


10. Ambience Significance

Asset Content
DA_Significance_KavkaziRiver (BHSignificanceSettingsAsset) One sphere evaluator. Two LevelSettings entries: TickRate 0.0 / SignificanceUpdateRate 0.03 / LocationUpdateRate 0.1, and TickRate 2.0 / SignificanceUpdateRate 2.0 / LocationUpdateRate 2.0
DA_Significance_Kavkazi_Sphere_Evaluator (BHSignificanceEvaluator_Sphere) Settings with Distance 0.0 and 6000.0

The 6000.0 distance is probably UE centimetres (60 m). The meaning of the two LevelSettings entries is not stored. Ambience events: AE_AMB_3D_Water_Lake (MSS_AMB_3D_Water_Lake), AE_AMB_3D_Water_River (MSS_Amb_3D_RiverSpline), AE_StartDistantWarfare (no behaviours).


11. Curves (42 CurveFloat)

Folder Count Shape
Attenuations/HDR/ 34 Mostly 1.0 → 0.0 over normalised time 0 to 1 (3 to 10 keys). Two peak at 0.8: CC_HDR_ATT_Movement_Close_Enemy, CC_HDR_ATT_Movement_Stance. Named by range or source, e.g. CC_HDR_800m, CC_HDR_ATT_Weapon_Fire_Artillery, CC_HDR_ATT_Vehicle_Engine, CC_HDR_Falloff_Resonance.
Curves/ 7 AU_CRV_ExertionDecayRate 0.03 → 0.06; AU_CRV_ExertionDecayRate_ADS 0.0 → 0.06; CC_Amb_DistantWarfare_Kavkazi_Audio 0 → 1; CC_Vehicle_Destroy 1 → 0; CC_Weapon_SMG_Fire_ExternalCurve 1 → 0.25; CC_UI_Ping 1 → 0.035 over 1.001; CC_Targeting_LockOn 1 → 0
Vehicles/Shared/ 1 AU_CRV_Reversing 0 → 0.56

The HDR prefix is not explained in the dump. The time axis unit is not stored. The CC_HDR_800m name suggests an 800 m range, but that is inferred.


12. Small singletons

Asset Content
DA_MicLevelMeter (WDMicLevelMeterData) No exported properties
REVModelAsset at Vehicles/Land/PZH2000/Wavs/EngineRevs_Ignition_TurnOff/SFX_Vehicles_Land_PZH2000_Engine_02 Properties are null in the export. The engine-revs model content is not in the dump.

13. How values combine (what can be said from the data)

  1. Event fires behaviours. An event lists its behaviours in stored order. Whether they run in sequence or in parallel is not in the dump.
  2. Tag resolves to asset. A behaviour’s tag (e.g. Audio.Asset.Player.Footstep.1p) is looked up in a WDAudioData’s SoundAssets. Each entry is a MetaSoundSource or SoundWave. SoundAssetSets maps a set tag to member tags, so a set tag probably picks one member at random.
  3. Perspective and hostility choose the variant. 1p is for the player’s own view, 3p for others. Ally and Enemy come from the hostility-aware behaviour. These are inferred from tag names.
  4. Vox. RequestVox (or the Squad/Damaged variants) carries a LineID that is a row key in DT_VoxData. Its group (Narrator, Bark, Exertion) sets priority through VoxGroupPriorities. The status (Normal, LowHealth, LowStamina, Critical) chooses which variant is used, based on the thresholds 50 HP and 10 stamina. Interrupt rules come from InterruptibleBehavior.
  5. Music. A music state tag from DT_MusicSystem is enabled or disabled by behaviours. Priority decides which state wins (direction inferred).
  6. Mixes. Activate and Deactivate CBM behaviours add or remove a SoundControlBusMix. Interior and exterior CBMs per vehicle come from the PDA_CBM_Map assets.

Still not pulled / limitations

  • Sound content. MetaSoundSource graphs (.uasset internals), SoundWave durations, loudness and sample data are not in the JSON. Event durations and loudness cannot be stated.
  • Behaviour logic. The AEB_* and WDAudioEventBehavior* classes are Blueprint or C++ classes. Their code is not exported, so execution order, blending and what each behaviour does internally are inferred from property names.
    • SDK (2026-10-16): audio-event behaviour helpers are in BFL_AudioEventBehaviorHelpers_classes.hpp (UBFL_AudioEventBehaviorHelpers_C, a UBlueprintFunctionLibrary). It exposes 14 static/member functions including:
      • Evaluate_Restart_Behavior(AudioComp, Sound, ESoundRestartBehavior, ...) — the restart-logic decision function (resolves “execution order” partially)
      • HandlePlaySound(Context, Sound, RestartBehavior, Only_If_In_Range, CancelFadeOut, _aaabfkmmjhhnafhaehpbd (double), AttachParent, SocketName, Location, ...) — the main sound-dispatch function; one parameter (double) remains unnamed and is a candidate for the “reload-stage value 50.5” the doc flagged
      • GetSurfaceTypeCharacterIsStoodOn(Character, ..., Fluid_Depth, EWDAudioSurface, EPhysicalSurface, IsFromFoliage, Normal) — resolves surface detection logic
      • DetermineHostilityOfCharacter(Character, ..., Friendly) and DeterminePerspetiveOfCharacter(Character, ..., FirstPerson) — hostility + perspective evaluators
      • Handle_Helicopter_Audio_State_Change — vehicle-specific audio state machine
    • Inner Blueprint logic of specific AEB_* classes still not exported (Dumper-7 captures signatures, not implementation bytecode).
  • Hashed property names. The float on events (222 instances including behaviours), the bool and enum on DT_VoxData rows, and a list-valued hash on WDAudioEventBehaviorApplyImpulseResonance are unnamed. Their meaning is not confirmed. The reload-stage value 50.5 and comms value 80.0 are the most useful clues.
    • SDK (2026-10-16, re-checked 2026-10-18): the float is the native property _aaabhgndclheajnnlnade on UCrosstalkAudioEvent (+0x4C) and UCrosstalkAudioEventBehavior (+0xBC); its name is still hashed in this build. It is not the HandlePlaySound parameter _aaabfkmmjhhnafhaehpbd, a different (21-character) name. Without a resolved symbolic name from Dumper, static resolution hits its limit; next step is observational (what value is passed at specific event call-sites).
  • Priority direction. It is not stored whether higher or lower numbers win for vox group priorities or music priorities.
  • Curve units. Time and value units for the 42 curves are not stored. Distances in UE units are assumed to be centimetres but not verified.
  • Vox Dialogue group. Priority 4 exists in settings but has no DT_VoxData rows.
  • Possible data issues. The tank CBM map sends both interior and exterior to the exterior mix. ConcurrentInstanceLimit 0 appears on 34 AEB_VehiclePerspective_C instances. Both are flagged for review, not corrected.
  • Empty or null exports. DA_MicLevelMeter has no properties. The REVModelAsset export has null properties.
  • Cross-references outside Audio. Many references (/Game/Maps/..., /Game/Environment/... meshes, SBMIX_* submixes, weapon and vehicle BPs) point outside this folder and were not resolved.
  • Event tag to asset mismatch. Around 40 events have a tag that does not match the asset name. Runtime lookup by tag is inferred, not verified.

Appendix A. All 675 events

Generated from the census script (events_summary.json). Chain shows the first three behaviours as stored; -> ... means more follow. Rows 634 to 675 are the events added in the Season 02 update, listed in their own group at the end.

# Event asset NameTag Behaviours Chain (first items, as stored)
  (Events root)      
1 AE_Debug_23lufs Audio.Event.Debug.23lufs 1 PlaySound(SFX_-23db)
2 AE_Debug_AnimSync Audio.Event.Debug.AnimSync 1 PlaySound(MSS_Debug_AnimSync)
3 AE_OnDisconnect_Reset Audio.Event.OnDisconnect.Reset 2 DeactivateAllControlBusMix -> Submix_DeactivateEffect(SBMIX_CriticalGroup_Heavy, SBMIX_CriticalGroup_Medium, SBMIX_CriticalGroup_Light)
4 AE_StopEvent Audio.Event.StopSound 1 StopSound
5 AE_StopEventFadeTrigger Audio.Event.StopSoundFade 1 StopSound
  Ambience/3D/Water      
6 AE_AMB_3D_Water_Lake Audio.Event.Ambience.3D.Water.Lake 1 PlaySound(MSS_AMB_3D_Water_Lake)
7 AE_AMB_3D_Water_River Audio.Event.Ambience.3D.Water.River 1 PlaySound(MSS_Amb_3D_RiverSpline)
  Ambience/DistantWarfare      
8 AE_StartDistantWarfare Audio.Event.Ambience.3D.DistantWarfare 0  
  Comms      
9 AE_Comms_Played Audio.Event.Comms.Played 2 Comms_VehiclePerspective_StartedSpeaking -> HelmetMuffle
  Comms/AssistanceRequests      
10 AE_Comms_Request_AcknowledgedRequest Audio.Event.Comms.Request.AcknowledgedRequest 1 RequestVox(tag:Audio.Vox.Bark.Request.Acknowledge)
11 AE_Comms_Request_Ammo Audio.Event.Comms.Request.Ammo 2 RequestVox(tag:Audio.Vox.Bark.Request.Ammo) -> AttachToActor
12 AE_Comms_Request_Backup Audio.Event.Comms.Request.Backup 2 RequestVox(tag:Audio.Vox.Bark.Request.Backup) -> AttachToActor
13 AE_Comms_Request_Dropoff Audio.Event.Comms.Request.Dropoff 2 RequestVox(tag:Audio.Vox.Bark.Request.DropOff) -> AttachToActor
14 AE_Comms_Request_Fuel Audio.Event.Comms.Request.Fuel 2 RequestVox(tag:Audio.Vox.Bark.Request.Fuel) -> AttachToActor
15 AE_Comms_Request_GetIn Audio.Event.Comms.Request.GetIn 2 RequestVox(tag:Audio.Vox.Bark.Request.GetIn) -> AttachToActor
16 AE_Comms_Request_GetOut Audio.Event.Comms.Request.GetOut 2 RequestVox(tag:Audio.Vox.Bark.Request.GetOut) -> AttachToActor
17 AE_Comms_Request_Healing Audio.Event.Comms.Request.Healing 2 RequestVox(tag:Audio.Vox.Bark.Request.Healing) -> AttachToActor
18 AE_Comms_Request_Pickup Audio.Event.Comms.Request.Pickup 2 RequestVox(tag:Audio.Vox.Bark.Request.Pickup) -> AttachToActor
19 AE_Comms_Request_Repair Audio.Event.Comms.Request.Repair 2 RequestVox(tag:Audio.Vox.Bark.Request.Repair) -> AttachToActor
20 AE_Comms_Request_RequestAcknowledged Audio.Event.Comms.Request.RequestAcknowledged 2 RequestVox(tag:Audio.Vox.Bark.Request.Acknowledge) -> AttachToActor
21 AE_Comms_Request_Revive Audio.Event.Comms.Request.Revive 2 RequestVox(tag:Audio.Vox.Bark.Request.Revive) -> AttachToActor
22 AE_Comms_Request_SquadInvite Audio.Event.Comms.Request.SquadInvite 2 RequestVox(tag:Audio.Vox.Bark.Request.SquadInvite) -> AttachToActor
23 AE_Comms_Request_Supplies Audio.Event.Comms.Request.Supplies 2 RequestVox(tag:Audio.Vox.Bark.Request.Supplies) -> AttachToActor
24 AE_Comms_Request_Supplies_Radio Audio.Event.Comms.Request.Supplies.Radio 1 PlaySound(MSS_Vox_Bark_Norm_Request_Supplies_Radio_Preset)
  Comms/Orders      
25 AE_Comms_Order_Attack Audio.Event.Comms.Order.Attack 2 RequestSquadVox(tag:Audio.Vox.Bark.Order.Attack) -> AttachToActor
26 AE_Comms_Order_Defend Audio.Event.Comms.Order.Defend 2 RequestSquadVox(tag:Audio.Vox.Bark.Order.Defend) -> AttachToActor
27 AE_Comms_Order_FallBack Audio.Event.Comms.Order.FallBack 2 RequestSquadVox(tag:Audio.Vox.Bark.Order.FallBack) -> AttachToActor
28 AE_Comms_Order_Fortify Audio.Event.Comms.Order.Fortify 2 RequestSquadVox(tag:Audio.Vox.Bark.Order.Fortify) -> AttachToActor
29 AE_Comms_Order_Regroup Audio.Event.Comms.Order.Regroup 2 RequestSquadVox(tag:Audio.Vox.Bark.Order.Regroup) -> AttachToActor
  Comms/Social      
30 AE_Comms_Social_Nice Audio.Event.Comms.Social.Nice 2 RequestVox(tag:Audio.Vox.Bark.Social.Nice) -> AttachToActor
31 AE_Comms_Social_No Audio.Event.Comms.Social.No 2 RequestVox(tag:Audio.Vox.Bark.Social.No) -> AttachToActor
32 AE_Comms_Social_Sorry Audio.Event.Comms.Social.Sorry 2 RequestVox(tag:Audio.Vox.Bark.Social.Sorry) -> AttachToActor
33 AE_Comms_Social_Thanks Audio.Event.Comms.Social.Thanks 2 RequestVox(tag:Audio.Vox.Bark.Social.Thanks) -> AttachToActor
34 AE_Comms_Social_Yes Audio.Event.Comms.Social.Yes 2 RequestVox(tag:Audio.Vox.Bark.Social.Yes) -> AttachToActor
  Comms/Squad      
35 AE_Comms_Squad_Affirmative Audio.Event.Comms.Squad.Affirmative 2 RequestSquadVox(tag:Audio.Vox.Bark.Squad.Affirmative) -> AttachToActor
36 AE_Comms_Squad_FollowMe Audio.Event.Comms.Squad.FollowMe 2 RequestSquadVox(tag:Audio.Vox.Bark.Squad.FollowMe) -> AttachToActor
37 AE_Comms_Squad_Negative Audio.Event.Comms.Squad.Negative 2 RequestSquadVox(tag:Audio.Vox.Bark.Squad.Negative) -> AttachToActor
38 AE_Comms_Squad_OnMyWay Audio.Event.Comms.Squad.OnMyWay 2 RequestSquadVox(tag:Audio.Vox.Bark.Squad.OnMyWay) -> AttachToActor
39 AE_Comms_Squad_WatchHere Audio.Event.Comms.Squad.WatchHere 2 RequestSquadVox(tag:Audio.Vox.Bark.Squad.WatchHere) -> AttachToActor
  Comms/VOIP      
40 AE_Comms_LoggingIn_Connected Audio.Event.Comms.LoggingIn.Connected 1 PlaySound(MSS_Comms_LoggingIn_Connected_Preset)
41 AE_Comms_LoggingIn_Connecting Audio.Event.Comms.LoggingIn.Connecting 1 PlaySound(MSS_Comms_LoggingIn_Connecting_Preset)
42 AE_Comms_LoggingIn_Disconnected Audio.Event.Comms.LoggingIn.Disconnected 1 PlaySound(MSS_Comms_LoggingIn_Disconnected_Preset)
43 AE_Comms_LoggingIn_Disconnecting Audio.Event.Comms.LoggingIn.Disconnecting 1 PlaySound(MSS_Comms_LoggingIn_Disconnecting_Preset)
44 AE_Comms_LoudspeakerStarted Audio.Event.Comms.LoudspeakerStarted 3 Comms_RestartPlayerVoice -> TriggerParam(str:Trigger) -> PlaySound(MSS_Comms_SelfSpeaking_Loudspeaker)
45 AE_Comms_LoudspeakerStopped Audio.Event.Comms.LoudspeakerStopped 3 Comms_RestartPlayerVoice -> TriggerParam(str:Stop) -> PlaySound(MSS_Comms_SelfSpeaking_Loudspeaker)
46 AE_Comms_MicTest_Started Audio.Event.Comms.MicTest.Started 1 Comms_StartPlayerVoice
47 AE_Comms_MicTest_Stopped Audio.Event.Comms.MicTest.Stopped 2 EndBehavior -> StopSound
48 AE_Comms_PlayerStartedSpeaking Audio.Event.Comms.PlayerStartedSpeaking 3 Comms_StartPlayerVoice -> Comms_VehiclePerspective_StartedSpeaking -> HelmetMuffle
49 AE_Comms_PlayerStartedSpeaking_Self Audio.Event.UI.VOIP.TransmitPress 1 Comms_SelfSpeaking(MSS_Comms_SelfSpeaking, MSS_Comms_SelfSpeaking_Fail)
50 AE_Comms_PlayerStartedSpeaking_Self_Fail Audio.Event.UI.VOIP.TransmitPress.Fail 1 Comms_SelfSpeaking(MSS_Comms_SelfSpeaking_Fail)
51 AE_Comms_PlayerStoppedSpeaking Audio.Event.Comms.PlayerStoppedSpeaking 4 EndBehavior -> EndBehavior -> StopSound -> …
52 AE_Comms_PlayerStoppedSpeaking_Self Audio.Event.UI.VOIP.TransmitRelease 1 Comms_SelfSpeaking(MSS_Comms_SelfSpeaking, MSS_Comms_SelfSpeaking_Fail)
53 AE_Comms_PlayerStoppedSpeaking_Self_Fail Audio.Event.UI.VOIP.TransmitRelease.Fail 1 Comms_SelfSpeaking(MSS_Comms_SelfSpeaking_Fail)
  Destruction      
54 AE_Destruction_Building Audio.Event.Destruction.Building 2 PlaySound(MSS_Destruction_Building_Prototype) -> WDMoveSoundToGameplayCueLocation
55 AE_Destruction_Chunk Audio.Event.Destruction.Chunk 1 Destructionhunk_v2(DA_Destruction_Building_Chunk_Small_Transients, DA_Destruction_Building_Chunk_Small_Tails, DA_Destruction_Buil)
56 AE_Destruction_Decorator Audio.Event.Destruction.Decorator 1 Destruction_Decorator
57 AE_Destruction_SmashableWindow Audio.Event.Destruction.SmashableWindow 2 AttachToActor -> PlaySound(MSS_Dest_Glass_WindowSmash)
58 AE_Destruction_WindowDamage Audio.Event.Destruction.DamagedWindow 3 WindowDamage -> AttachToActor -> PlaySound(MSS_Dest_Glass_WindowDamage)
  Doors      
59 AE_Door_Breach_Melee Audio.Event.Door.Breach.Melee 3 AttachSoundToDoorHandle -> SelectDoorSound(MSS_Door_Metal_Breach, MSS_Door_Breach) -> TriggerParam(str:BreachMelee)
60 AE_Door_Breach_Sprint Audio.Event.Door.Breach.Sprint 3 AttachSoundToDoorHandle -> SelectDoorSound(MSS_Door_Metal_Breach, MSS_Door_Breach) -> TriggerParam(str:BreachSprint)
61 AE_Door_Close Audio.Event.Door.Close 3 AttachSoundToDoorHandle -> SelectDoorSound -> TriggerParam(str:Close)
62 AE_Door_Open Audio.Event.Door.Open 3 AttachSoundToDoorHandle -> SelectDoorSound -> TriggerParam(str:Open)
63 AE_Door_Open_Foley Audio.Event.Door.Foley 2 PerspSound(MSS_Door_Open_Foley_1p, MSS_Door_Open_Foley_3p) -> AttachToActor
64 AE_Door_PeekClose Audio.Event.Door.PeekClose 3 AttachSoundToDoorHandle -> SelectDoorSound(MSS_Door_Metal_PeekOpenClose, MSS_Door_PeekOpenClose) -> TriggerParam(str:PeekClose)
65 AE_Door_PeekOpen Audio.Event.Door.PeekOpen 3 AttachSoundToDoorHandle -> SelectDoorSound(MSS_Door_Metal_PeekOpenClose, MSS_Door_PeekOpenClose) -> TriggerParam(str:PeekOpen)
66 AE_Door_Unlock Audio.Event.Door.Unlock 2 AttachToActor -> PlaySound(MSS_Door_Metal_Unlock)
67 AE_Door_Warehouse_Play Audio.Event.Door.Warehouse 3 AttachToActor -> TriggerParam(str:Start) -> PlaySound(MSS_Door_Warehouse_OpenClose)
68 AE_Door_Warehouse_Stop Audio.Event.Door.Warehouse.Stop 1 TriggerParam(str:Stop)
  Environment/ImpulseResonance      
69 AE_ImpulseResonance_BarbedWire Audio.Event.Environment.ImpulseResonance.Fence.BarbedWire 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_BarbedWire)
70 AE_ImpulseResonance_CivilianVehicle_Alarm Audio.Event.Environment.ImpulseResonance.CivilianVehicle.Alarm 3 SetImpulseResonanceParameters -> AttachToActor -> WDPlaySoundCullNearbyDuplicates(MSS_Ambience_Resonance_CivilianVehicle_Alarm)
71 AE_ImpulseResonance_CivilianVehicle_NoAlarm Audio.Event.Environment.ImpulseResonance.CivilianVehicle.NoAlarm 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_CivilianVehicle_MetalResonance)
72 AE_ImpulseResonance_Fence Audio.Event.Environment.ImpulseResonance.Fence.Chainlink 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_Fence_Rattle)
73 AE_ImpulseResonance_FoundryCrane Audio.Event.Environment.ImpulseResonance.FoundryCrane 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_FoundryCrane)
74 AE_ImpulseResonance_LargeMetalGroans Audio.Event.Environment.ImpulseResonance.LargeMetal 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_LargeMetalGroan)
75 AE_ImpulseResonance_Locomotive_FreightCar Audio.Event.Environment.ImpulseResonance.Locomotive.FreightCar 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_Locomotive_FreightCar)
76 AE_ImpulseResonance_MetalBarrier Audio.Event.Environment.ImpulseResonance.MetalBarrier 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_MetalBarrier)
77 AE_ImpulseResonance_OilDrum Audio.Event.Environment.ImpulseResonance.OilDrum 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_OilDrum)
78 AE_ImpulseResonance_ShippingContainer Audio.Event.Environment.ImpulseResonance.ShippingContainer 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_Container)
79 AE_ImpulseResonance_SmallMetal Audio.Event.Environment.ImpulseResonance.MetalSmall 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_SmallMetal)
80 AE_ImpulseResonance_SmallRattlingContainer Audio.Event.Environment.ImpulseResonance.SmallMetalContainer 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_SmallMetalContainer)
81 AE_ImpulseResonance_TreeLarge Audio.Event.Environment.ImpulseResonance.Tree 2 SetImpulseResonanceParameters -> PlaySound(MSS_Ambience_Resonance_TreeFoliage)
  Gamemode      
82 AE_AirRaidSiren_Radio Audio.Event.Environment.AirRaidSiren.Radio 1 PlaySound(MSS_10PointSiren_Radio)
83 AE_AirRaidSiren_Tower Audio.Event.Environment.AirRaidSiren.Tower 1 PlaySound(MSS_10PointSiren_Tower)
84 AE_Gamemode_DeployScreen_Enter Audio.Event.Gamemode.DeployScreen.Enter 1 ActivateCBM(AM_CBM_UIScene_DeploymentScreen)
85 AE_Gamemode_DeployScreen_Exit Audio.Event.Gamemode.DeployScreen.Exit 2 DeactivateCBM(AM_CBM_UIScene_DeploymentScreen) -> SetDeployScreenExit
86 AE_Gamemode_EndGame_ControlBusmanager Audio.Event.Gamemode.EndGame 7 DeactivateCBM(AM_CBM_Helicopter_Interior) -> DeactivateCBM(AM_CBM_Helicopter_Interior_Gunner) -> DeactivateCBM(AM_CBM_Vehicle_DuneBuggy_Interior) -> …
87 AE_Gamemode_FactionSelect_Enter Audio.Event.Gamemode.FactionSelect.Enter 1 ActivateCBM(AM_CBM_UIScene_FactionSelect)
88 AE_Gamemode_FactionSelect_Exit Audio.Event.Gamemode.FactionSelect.Exit 1 DeactivateCBM(AM_CBM_UIScene_FactionSelect)
89 AE_Gamemode_LoadingScreen_Enter Audio.Event.Gamemode.LoadingScreen.Enter 1 LoadingScreen_Enter
90 AE_Gamemode_LoadingScreen_Exit Audio.Event.Gamemode.LoadingScreen.Exit 1 LoadingScreen_Exit
  Gamemode/SpawnBoard      
91 AE_Gamemode_SpawnBoardFail Audio.Event.Gamemode.SpawnBoard.Fail 3 TriggerParam(str:OnSpawnFailed) -> PlaySound(MSS_Gamemode_SpawnBoardWait) -> WDMoveSoundToGameplayCueLocation
92 AE_Gamemode_SpawnBoardFinished Audio.Event.Gamemode.SpawnBoard.Finished 2 DeactivateCBM(AM_CBM_SpawnBoardWait) -> DisableMusic(tag:Audio.Music.SpawnBoardWait)
93 AE_Gamemode_SpawnBoardWait Audio.Event.Gamemode.SpawnBoard.Wait 3 ActivateCBM(AM_CBM_SpawnBoardWait) -> PlaySound(MSS_UI_DeploymentBoard_StartWait) -> EnableMusic(tag:Audio.Music.SpawnBoardWait)
94 AE_Gamemode_SpawnBoard_Loop Audio.Event.Gamemode.SpawnBoard 2 AttachToActor -> PlaySound(MSS_Gamemode_SpawnBoard)
95 AE_Gamemode_SpawnBoard_Radar_Start Audio.Event.Gamemode.SpawnBoard.Radar.Start 3 MoveSoundToDeploymentRadarDish(str:radar_Pitch_J) -> PlayAllegianceSound(MSS_Gamemode_SpawnBoardRadar_Patriot, MSS_Gamemode_SpawnBoardRadar_Molotok, MSS_Gamemode_SpawnBoa
96 AE_Gamemode_SpawnBoard_Radar_Stop Audio.Event.Gamemode.SpawnBoard.Radar.Stop 2 SetBool(str:VehicleReady) -> StopSound
  Music      
97 AE_Music_Deployed Audio.Event.Music.Deployed 3 DeactivateCBM(AM_CBM_UIScene_PopUpWindow) -> DeactivateCBM(AM_CBM_UIScene_DeploymentScreen) -> Music_Deployed
98 AE_Music_MapLoad Audio.Event.Music.MapLoad 2 ActivateCBM(AM_CBM_UIScene_DeploymentScreen) -> Music_MapLoad
  Music/FrontEnd      
99 AE_Music_FrontEnd_MainMenu Audio.Event.Music.FrontEnd.MainMenu 3 DisableMusic(tag:Audio.Music.EndGame) -> DisableMusic(tag:Audio.Music.FirstSpawn) -> EnableMusic(tag:Audio.Music.FrontEnd.MainMenu)
  Music/InGame      
100 AE_Music_InGame_EndGame Audio.Event.Music.InGame.EndGame 10 ActivateCBM(AM_CBM_Main) -> ActivateCBM(AM_CBM_EndGame) -> DeactivateCBM(AM_CBM_Critical) -> …
101 AE_Music_InGame_FirstSpawn Audio.Event.Music.InGame.FirstSpawn 1 EnableFirstSpawnMusicState
102 AE_Music_InGame_Last10Points Audio.Event.Music.InGame.Last10Points 1 EnableMusic(tag:Audio.Music.Last10Points)
103 AE_Music_InGame_Last10Points_FinalPoint Audio.Event.Music.InGame.Last10Points.FinalPoint 0  
104 AE_Music_InGame_PreGameCount Audio.Event.Music.InGame.PreGameCount 1 EnableMusic(tag:Audio.Music.PreGameCount)
105 AE_Music_InGame_TeamSelect Audio.Event.Music.InGame.TeamSelect 1 PlaySound(MSS_Music_InGame_TeamSelect)
  Player      
106 AE_PingTeammates_Danger Audio.Event.Player.PingTeammates.Danger 3 PlayPerspectiveSound_PlayerState(MSS_UI_InGame_Ping_1p, MSS_UI_InGame_Ping_3p) -> TriggerParam(str:TriggerDanger) -> WDMoveSoundToGameplayCueLocation
107 AE_PingTeammates_Default Audio.Event.Player.PingTeammates.Default 3 PlayPerspectiveSound_PlayerState(MSS_UI_InGame_Ping_1p, MSS_UI_InGame_Ping_3p) -> TriggerParam(str:TriggerDefault) -> WDMoveSoundToGameplayCueLocation
108 AE_Player_EnteredControlZone Audio.Event.Player.EnteredControlZone 0  
109 AE_Player_Exertion Audio.Event.Player.Exertion 2 RequestVox(tag:Audio.Vox.Exertion.MeleeSwing) -> AttachToActor
  Player/Damaged      
110 AE_Player_Damaged_Explosion Audio.Event.Player.Damaged.Explosive 6 ActivateCBM(AM_CBM_DamageFromExplosion) -> DeactivateCBM(AM_CBM_DamageFromExplosion) -> PlayHitConfirmSound -> …
111 AE_Player_Damaged_Fall Audio.Event.Player.Damaged.Fall 5 ModifyCosmeticExertion -> PerspSound(MSS_Player_Damage_FromFall_1p, MSS_Player_Damage_FromFall_3p) -> RequestDamagedVox(tag:Audio.Vox.Exertion.TakingDamage.Light, Audio.V
112 AE_Player_Damaged_Impact Audio.Event.Player.Damaged.Impact 4 PerspSound(MSS_Player_Damage_FromImpact_1p, MSS_Player_Damage_FromImpact_3p_Preset) -> RequestDamagedVox(tag:Audio.Vox.Exertion.TakingDamage.Light, Audio.Vox.Exertion.Tak
113 AE_Player_Damaged_Melee Audio.Event.Player.Damaged.Melee 4 PerspSound(MSS_Player_Damage_FromMelee_1p, MSS_Player_Damage_FromMelee_3p) -> RequestDamagedVox(tag:Audio.Vox.Exertion.TakingDamage.Light, Audio.Vox.Exertion.TakingDamage
114 AE_Player_Damaged_Projectile Audio.Event.Player.Damaged.Projectile 5 PerspSound(MSS_Player_Damage_FromBullet_3p) -> RequestDamagedVox(tag:Audio.Vox.Exertion.TakingDamage.Light, Audio.Vox.Exertion.TakingDamage.Heavy) -> AttachToActor -> …
115 AE_Player_TakeHit Audio.Event.Player.TakeHit 4 ModifyCosmeticExertion -> PlayHitConfirmSound(MSS_Player_Damage_Hurtmarker_Flesh, MSS_Player_Damage_Armor_Break_1p, MSS_Player_Damage_Helmet_Break_1p) -> AttachToActor ->
  Player/Death      
116 AE_Player_Death Audio.Event.Player.Death 8 DeactivateControlBusMixes(AM_CBM_ADS, AM_CBM_Focus, AM_CBM_Helicopter_Exterior, AM_CBM_Helicopter_Interior, AM_CBM_Helicopter_Interior_G) -> PlayPerspectiveDeathSound(MSS
117 AE_Player_Death_BodyFall Audio.Event.Player.Death.BodyFall 2 PlayBodyFall(MSS_Player_Death_BodyFall_Standing_1p, MSS_Player_Death_BodyFall_Standing_3p) -> AttachToActor
118 AE_Player_GiveUp Audio.Event.Player.GiveUp 2 PerspSound(MSS_Player_Damage_Death_GiveUp_1p, MSS_Player_Damage_Death_GiveUp_3p) -> AttachToActor
119 AE_Player_GiveUp_Local Audio.Event.Player.GiveUp.Local 3 ActivateCBM(AM_CBM_GiveUp) -> EndBehavior -> DisableMusic(tag:Audio.Music.Death)
  Player/Emotes      
120 AE_Player_Emotes_Assault Audio.Event.Player.Emote.Assault 2 PerspSound(MSS_Player_Emotes_Assault_1p, MSS_Player_Emotes_Assault_3p) -> AttachToActor
121 AE_Player_Emotes_GenericEnd Audio.Event.Player.Emote.GenericEnd 2 PerspSound(MSS_Player_Emotes_GenericEnd_1p, MSS_Player_Emote_GenericEnd_3p) -> AttachToActor
122 AE_Player_Emotes_Halt Audio.Event.Player.Emote.Halt 2 PerspSound(MSS_Player_Emotes_Halt_1p, MSS_Player_Emote_Halt_3p) -> AttachToActor
123 AE_Player_Emotes_MiddleFinger Audio.Event.Player.Emote.MiddleFinger 2 PerspSound(MSS_Player_Emotes_MiddleFinger_1p, MSS_Player_Emote_MiddleFinger_3p) -> AttachToActor
124 AE_Player_Emotes_MoveUp Audio.Event.Player.Emote.MoveUp 2 PerspSound(MSS_Player_Emotes_MoveUp_1p, MSS_Player_Emote_MoveUp_3p) -> AttachToActor
125 AE_Player_Emotes_Point Audio.Event.Player.Emote.Point 2 PerspSound(MSS_Player_Emotes_Point_1p, MSS_Player_Emote_Point_3p) -> AttachToActor
126 AE_Player_Emotes_Rps Audio.Event.Player.Emote.Rps 2 PerspSound(MSS_Player_Emotes_Rps_1p, MSS_Player_Emote_Rps_3p) -> AttachToActor
127 AE_Player_Emotes_Shh Audio.Event.Player.Emote.Shh 2 PerspSound(MSS_Player_Emotes_Shh_1p, MSS_Player_Emote_Shh_3p) -> AttachToActor
128 AE_Player_Emotes_Surrender Audio.Event.Player.Emote.Surrender 2 PerspSound(MSS_Player_Emotes_Surrender_1p, MSS_Player_Emote_Surrender_3p) -> AttachToActor
129 AE_Player_Emotes_ThumbsDown Audio.Event.Player.Emote.ThumbsDown 2 PerspSound(MSS_Player_Emotes_ThumbsDown_1p, MSS_Player_Emote_ThumbsDown_3p) -> AttachToActor
130 AE_Player_Emotes_ThumbsUp Audio.Event.Player.Emote.ThumbsUp 2 PerspSound(MSS_Player_Emotes_ThumbsUp_1p, MSS_Player_Emote_ThumbsUp_3p) -> AttachToActor
  Player/Fall      
131 AE_Player_Fall_Parachute Audio.Event.Player.Fall.Parachute 2 AttachToActor -> PerspSound(hostility)(DA_Item_Parachute_Fall; tag:Audio.Asset.Player.Parachute.Fall.1p, Audio.Asset.Player.Parachute.Fall.Ally, Audio.Asset.Player.Parach
132 AE_Player_Fall_SkyDive Audio.Event.Player.Fall.Skydive 2 AttachToActor -> PerspSound(hostility)(DA_Item_Parachute_Skydive; tag:Audio.Asset.Player.Parachute.Skydive.1p, Audio.Asset.Player.Parachute.Skydive.Ally, Audio.Asset.Play
133 AE_Player_Fall_SkyDive_Enter Audio.Event.Player.Fall.Skydive.Enter 2 AttachToActor -> PerspSound(hostility)(DA_Item_Parachute_SkydiveEnter; tag:Audio.Asset.Player.Parachute.SkydiveEnter.1p, Audio.Asset.Player.Parachute.SkydiveEnter.Ally, A
134 AE_Player_Fall_SkyDive_Stop Audio.Event.Player.Fall.Skydive.Stop 2 TriggerParam(str:Stop) -> StopSound
  Player/Item      
135 AE_HealOther Audio.Event.Player.HealOther 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Player.HealOther.1p, Audio.Asset.Player.HealOther.3p)
136 AE_HealOther_Stop Audio.Event.Player.HealOther.Stop 1 TriggerParam(str:Stop)
137 AE_HealSelf Audio.Event.Player.HealSelf 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Player.HealSelf.1p, Audio.Asset.Player.HealSelf.3p)
138 AE_Item_Deploy Audio.Event.Item.Deploy 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Item.Deploy.1p, Audio.Asset.Item.Deploy.3p)
139 AE_Item_Deploy_Stop Audio.Event.Item.UsePrimary.Stop.Deploy 1 StopSound
140 AE_Item_Disarm_Complete Audio.Event.Item.Disarm.Complete 3 AttachToActor -> PlaySound(MSS_Item_Disarm_Complete) -> XSetExecutionContextAbandonmentSettings
141 AE_Item_Disarm_Start Audio.Event.Item.Disarm.Start 2 AttachToActor -> PlaySound(MSS_Item_Disarm_Start)
142 AE_Item_Disarm_Stop Audio.Event.Item.Disarm.Stop 1 StopSound
143 AE_Item_UsePrimary Audio.Event.Item.UsePrimary 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Item.UsePrimary.1p, Audio.Asset.Item.UsePrimary.3p)
144 AE_Item_UsePrimary_Start Audio.Event.Item.UsePrimary.Start 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Item.UsePrimary.Start.1p, Audio.Asset.Item.UsePrimary.Start.3p) -> TriggerParam(str:Trigger)
145 AE_Item_UsePrimary_Stop Audio.Event.Item.UsePrimary.Stop 1 TriggerParam(str:Stop)
146 AE_Player_Revived Audio.Event.Player.Revived 2 PerspSound(MSS_Player_Damage_Death_Revived_1p, MSS_Player_Damage_Death_Revived_3p) -> AttachToActor
147 AE_Player_Revived_Local Audio.Event.Player.Revived.Local 2 DisableMusic(tag:Audio.Music.Revived) -> EnableMusic(tag:Audio.Music.Revived)
148 AE_Reviving Audio.Event.Player.Reviving 2 PerspSound(MSS_Player_Interact_Revive_1p, MSS_Player_Interact_Revive_3p_Preset) -> AttachToActor
149 AE_Reviving_Stop Audio.Event.Player.Reviving.Stop 1 TriggerParam(str:Stop)
150 AE_Reviving_Success Audio.Event.Player.Reviving.Success 2 PerspSound(MSS_Player_Interact_Revive_1p, MSS_Player_Interact_Revive_3p_Preset) -> TriggerParam(str:Success)
  Player/Item/Adrenaline_Pen      
151 AE_Player_Item_AdrenalinePen_Activate Audio.Event.Item.AdrenalinePen.Activate 1 TriggerParam(str:Stop)
152 AE_Player_Item_AdrenalinePen_Use Audio.Event.Item.AdrenalinePen.Use 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Player.HealOther.1p, Audio.Asset.Player.HealOther.3p)
  Player/Item/BuildTool      
153 AE_BuildTool_Use Audio.Event.Player.BuildTool.Use 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Player.BuildTool.BuildToolUse.1p, Audio.Asset.Player.BuildTool.BuildToolUse.3p)
  Player/Item/Drop      
154 AE_Item_Drop Audio.Event.Item.Drop 2 AttachToActor -> PlaySound(MSS_Player_Item_Drop)
155 AE_Item_Dropped_Bounce Audio.Event.Item.Dropped.Bounce 2 PlayItemDrop -> AttachToActor
156 AE_Item_Dropped_Stop Audio.Event.Item.Dropped.Stop 0  
157 AE_Item_Pickup Audio.Event.Item.Pickup 4 PlayItemPickup -> PerspSound -> AttachToActor -> …
158 AE_Player_Item_Pickup Audio.Event.Player.Item.Pickup 2 AttachToActor -> PlaySound(MSS_Player_Item_Pickup)
  Player/Item/FuelCan      
159 AE_Item_UsePrimary_Start_FuelCan Audio.Event.Item.UsePrimary.Start.FuelCan 3 AttachToHeldItem -> FuelCannister -> HeldItemPerspSound(tag:Audio.Asset.Item.UsePrimary.1p, Audio.Asset.Item.UsePrimary.3p)
160 AE_Item_UsePrimary_Stop_FuelCan Audio.Event.Item.UsePrimary.Stop.FuelCan 1 TriggerParam(str:Stop)
  Player/Item/IFAK      
161 AE_Player_Item_IFAK_Activate Audio.Event.Item.IFAK.Activation 2 HeldItemPerspSound(tag:Audio.Asset.Player.StimActivation.1p, Audio.Asset.Player.StimActivation.3p) -> AttachToActor
  Player/Item/RangeFinder      
162 AE_Item_Rangefinder_ZoomDecrease Audio.Event.Item.RangeFinder.ZoomOut 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Zoom.Decrease)
163 AE_Item_Rangefinder_ZoomIncrease Audio.Event.Item.RangeFinder.ZoomIn 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Zoom.Increase)
  Player/Item/StimPen      
164 AE_Player_Item_StimShot_Activate Audio.Event.Item.StimShot.Activation 2 HeldItemPerspSound(tag:Audio.Asset.Player.StimActivation.1p, Audio.Asset.Player.StimActivation.3p) -> AttachToActor
165 AE_Player_Item_StimShot_Stop Audio.Event.Item.StimShot.Stop 1 TriggerParam(str:Stop)
166 AE_Player_Item_StimShot_Use Audio.Event.Item.StimShot.Use 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Item.UsePrimary.1p, Audio.Asset.Item.UsePrimary.3p)
  Player/Item/UniversalTool      
167 AE_Player_Item_Injection_Use Audio.Event.Item.Injection.Use 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Player.HealOther.1p, Audio.Asset.Player.HealOther.3p) -> TriggerParam(str:Start)
168 AE_Player_Item_Repair_Use Audio.Event.Item.Repair.Use 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Player.Repair.1p, Audio.Asset.Player.Repair.3p) -> TriggerParam(str:Start)
169 AE_Player_Item_UsePrimary_Stop Audio.Event.Item.Stop 1 TriggerParam(str:Stop)
  Player/Item/UsePrimary      
170 AE_Item_UsePrimary_Parachute Audio.Event.Item.UsePrimary.Parachute 2 AttachToActor -> PerspSound(hostility)(DA_Item_Parachute_Use; tag:Audio.Asset.Player.Parachute.Deploy.1p, Audio.Asset.Player.Parachute.Deploy.Ally, Audio.Asset.Player.Par
  Player/Movement      
171 AE_Player_Movement_Drag_Loop_Start Audio.Event.Player.Footstep.Drag.Loop 2 AttachToActor -> PerspSound(hostility)(DA_PlayerMovement_Drag_Loop; tag:Audio.Asset.Player.Footstep.1p, Audio.Asset.Player.Footstep.Ally, Audio.Asset.Player.Footstep.Enem
172 AE_Player_Movement_Drag_Start Audio.Event.Player.Footstep.Drag.Start 2 AttachToActor -> PerspSound(hostility)(DA_PlayerMovement_Drag_Start; tag:Audio.Asset.Player.Footstep.1p, Audio.Asset.Player.Footstep.Ally, Audio.Asset.Player.Footstep.Ene
173 AE_Player_Movement_Drag_Stop Audio.Event.Player.Footstep.Drag.Stop 3 AttachToActor -> StopSound -> PerspSound(hostility)(DA_PlayerMovement_Drag_Stop; tag:Audio.Asset.Player.Footstep.1p, Audio.Asset.Player.Footstep.Ally, Audio.Asset.Player.
174 AE_Player_Movement_Ragdoll_Hard Audio.Event.Player.Ragdoll.Hard 2 AttachToActor -> PerspSound(hostility)(DA_PlayerMovement_Ragdoll_Hard; tag:Audio.Asset.Player.Footstep.1p, Audio.Asset.Player.Footstep.Ally, Audio.Asset.Player.Footstep.E
175 AE_Player_Movement_Ragdoll_Medium Audio.Event.Player.Ragdoll.Medium 2 AttachToActor -> PerspSound(hostility)(DA_PlayerMovement_Ragdoll_Medium; tag:Audio.Asset.Player.Footstep.1p, Audio.Asset.Player.Footstep.Ally, Audio.Asset.Player.Footstep
176 AE_Player_Movement_Ragdoll_Soft Audio.Event.Player.Ragdoll.Soft 2 AttachToActor -> PerspSound(hostility)(DA_PlayerMovement_Ragdoll_Soft; tag:Audio.Asset.Player.Footstep.1p, Audio.Asset.Player.Footstep.Ally, Audio.Asset.Player.Footstep.E
177 AE_Player_Movement_Ragdoll_Start Audio.Event.Player.Ragdoll 2 AttachToActor -> PerspSound(hostility)(DA_PlayerMovement_Ragdoll_Soft; tag:Audio.Asset.Player.Footstep.1p, Audio.Asset.Player.Footstep.Ally, Audio.Asset.Player.Footstep.E
178 AE_Player_Movement_Ragdoll_Stop Audio.Event.Player.Ragdoll.Stop 1 StopSound
179 AE_Player_Vault Audio.Event.Player.Vault 3 ModifyCosmeticExertion -> Vaulting(MSS_Player_Movement_Vault_1p, MSS_Player_Movement_Vault_3p_Ally_Preset, MSS_Player_Movement_Vault_3p_Enemy_Pre) -> AttachToActor
180 AE_Player_Vault_Hand_Impact_Fast Audio.Event.Player.Vault.HandImpact.Fast 2 ExecuteTriggerOnPlayerCharacter -> RequestVox(tag:Audio.Vox.Exertion.Vaulting.Fast)
181 AE_Player_Vault_Hand_Impact_Slow Audio.Event.Player.Vault.HandImpact.Slow 2 ExecuteTriggerOnPlayerCharacter -> RequestVox(tag:Audio.Vox.Exertion.Vaulting.Slow)
182 AE_Player_Vault_Stop Audio.Event.Player.Vault.Stop 2 Vaulting_Stop -> TriggerParamOrStop(str:Stop)
  Player/Movement/Foliage      
183 AE_FoliageMovement Audio.Event.Player.Footstep.Foliage 3 AttachToActor -> TriggerParam(str:Start) -> PlaySound(MSS_Player_Movement_Foliage_Sunflowers)
184 AE_FoliageMovement_Stop Audio.Event.Player.Footstep.Foliage.Stop 2 XDetachSound -> TriggerParamOrStop(str:Stop)
  Player/Movement/Footstep      
185 AE_Footstep_Sprint Audio.Event.Player.Footstep.Sprint 10 AttachToHeldItem(str:handguard_Attach) -> PlayItemMovementSound(MSS_Player_Movement_Footstep_Item_1p) -> SetAudioParameters -> …
186 AE_Footstep_Stealth Audio.Event.Player.Footstep.CrouchWalk 10 AttachToHeldItem(str:handguard_Attach) -> PlayItemMovementSound(MSS_Player_Movement_Footstep_Item_1p) -> SetAudioParameters -> …
187 AE_Footstep_TacSprint Audio.Event.Player.Footstep.TacSprint 10 AttachToHeldItem(str:handguard_Attach) -> PlayItemMovementSound(MSS_Player_Movement_Footstep_Item_1p) -> SetAudioParameters -> …
188 AE_Footstep_Walk Audio.Event.Player.Footstep.Walk 11 AttachToHeldItem(str:handguard_Attach) -> ModifyCosmeticExertion_Weight -> PlayItemMovementSound(MSS_Player_Movement_Footstep_Item_1p) -> …
  Player/Movement/Jump      
189 AE_Player_Jump Audio.Event.Player.Jump.Start 5 ModifyCosmeticExertion -> RequestVox(tag:Audio.Vox.Exertion.Jump) -> AttachToActor -> …
190 AE_Player_Land Audio.Event.Player.Land 5 PlayLandSound -> SetSoundWaveArrayParameterByHeldItem(tag:Audio.Asset.Item.Footstep.Sprint; str:Item) -> AttachToActor -> …
  Player/Movement/Ladders      
191 AE_Ladder_Climbing Audio.Event.Player.Ladder.Climbing 3 AttachToActor -> TriggerParam(str:Trigger) -> PerspSound(hostility)(DA_Player_Ladder_Climbing; tag:Audio.Asset.Player.Climb.Ladder.Climbing.1p, Audio.Asset.Player.Climb.L
192 AE_Ladder_Climbing_Slow Audio.Event.Player.Ladder.Climbing.Slow 3 AttachToActor -> TriggerParam(str:Trigger) -> PerspSound(hostility)(DA_Player_Ladder_Climbing_Stealth; tag:Audio.Asset.Player.Climb.Ladder.Climbing.1p, Audio.Asset.Player
193 AE_Ladder_Dismount Audio.Event.Player.Ladder.Dismount 2 AttachToActor -> PerspSound(hostility)(DA_Player_Ladder_Dismount; tag:Audio.Asset.Player.Climb.Ladder.Dismount.1p, Audio.Asset.Player.Climb.Ladder.Dismount.Ally, Audio.As
194 AE_Ladder_Down Audio.Event.Player.Ladder.Down 3 AttachToActor -> TriggerParam(str:Trigger) -> PerspSound(hostility)(DA_Player_Ladder_Down; tag:Audio.Asset.Player.Climb.Ladder.Down.1p, Audio.Asset.Player.Climb.Ladder.Do
195 AE_Ladder_Mount Audio.Event.Player.Ladder.Mount 2 AttachToActor -> PerspSound(hostility)(DA_Player_Ladder_Mount; tag:Audio.Asset.Player.Climb.Ladder.Mount.1p, Audio.Asset.Player.Climb.Ladder.Mount.Ally, Audio.Asset.Playe
196 AE_Ladder_Slide Audio.Event.Player.Ladder.Slide 3 AttachToActor -> TriggerParam(str:Play) -> PerspSound(hostility)(DA_Player_Ladder_Slide; tag:Audio.Asset.Player.Climb.Ladder.Slide.1p, Audio.Asset.Player.Climb.Ladder.Sli
197 AE_Ladder_SlideStop Audio.Event.Player.Ladder.SlideStop 1 TriggerParam(str:Stop)
  Player/Movement/Lean      
198 AE_Player_Lean Audio.Event.Player.Lean 2 PerspSound(MSS_Player_Movement_Lean_1p, MSS_Player_Movement_Lean_3p_Preset) -> AttachToActor
199 AE_Player_Unlean Audio.Event.Player.Unlean 2 PerspSound(MSS_Player_Movement_Unlean_1p, MSS_Player_Movement_Unlean_3p_Preset) -> AttachToActor
  Player/Movement/Parachute      
200 AE_Player_Cut_Parachute Audio.Event.Item.UsePrimary.Parachute.Cut 1 StopSound
201 AE_Player_Land_Parachute Audio.Event.Player.Land.Parachute 2 PerspSound(MSS_Player_Movement_Parachute_Land_1p, MSS_Player_Movement_Parachute_Land_3p_Enemy) -> StopSound
  Player/Movement/Prone      
202 AE_Prone Audio.Event.Player.Prone 6 SetBlendedFootstepSurfaceTrigger(DA_Surface_Footstep_Prone_Audio) -> SetSourceTransformParameters -> StoreFootstepData -> …
  Player/Movement/Stance      
203 AE_Player_CrouchToProne Audio.Event.Player.Stance.CrouchToProne 2 AttachToActor -> PerspSound(hostility)(DA_Stance_CrouchToProne_Audio; tag:Audio.Asset.Player.Stance.1p, Audio.Asset.Player.Stance.Ally, Audio.Asset.Player.Stance.Enemy)
204 AE_Player_CrouchToStand Audio.Event.Player.Stance.CrouchToStand 2 AttachToActor -> PerspSound(hostility)(DA_Stance_CrouchToStand_Audio; tag:Audio.Asset.Player.Stance.1p, Audio.Asset.Player.Stance.Ally, Audio.Asset.Player.Stance.Enemy)
205 AE_Player_ProneToCrouch Audio.Event.Player.Stance.ProneToCrouch 2 AttachToActor -> PerspSound(hostility)(DA_Stance_ProneToCrouch_Audio; tag:Audio.Asset.Player.Stance.1p, Audio.Asset.Player.Stance.Ally, Audio.Asset.Player.Stance.Enemy)
206 AE_Player_ProneToStand Audio.Event.Player.Stance.ProneToStand 3 AttachToActor -> TriggerParam(str:Stop) -> PerspSound(hostility)(DA_Stance_ProneToStand_Audio; tag:Audio.Asset.Player.Stance.1p, Audio.Asset.Player.Stance.Ally, Audio.Ass
207 AE_Player_StandToCrouch Audio.Event.Player.Stance.StandToCrouch 2 AttachToActor -> PerspSound(hostility)(DA_Stance_StandToCrouch_Audio; tag:Audio.Asset.Player.Stance.1p, Audio.Asset.Player.Stance.Ally, Audio.Asset.Player.Stance.Enemy)
208 AE_Player_StandToProne Audio.Event.Player.Stance.StandToProne 3 AttachToActor -> TriggerParam(str:Stop) -> PerspSound(hostility)(DA_Stance_StandToProne_Audio; tag:Audio.Asset.Player.Stance.1p, Audio.Asset.Player.Stance.Ally, Audio.Ass
  Player/Movement/State      
209 AE_Player_State_Sprint Audio.Event.Player.Sprint 10 AddCosmeticExertionSource -> AttachToHeldItem(str:handguard_Attach) -> PlayItemMovementSound(MSS_Player_Movement_Item_Transition_1p) -> …
210 AE_Player_State_SprintStop Audio.Event.Player.Sprint.Stop 9 AttachToHeldItem(str:handguard_Attach) -> PlayItemMovementSound(MSS_Player_Movement_Item_Transition_1p) -> RemoveCosmeticExertionSource -> …
211 AE_Player_State_TacSprint Audio.Event.Player.Sprint.Tactical 10 AddCosmeticExertionSource -> AttachToHeldItem(str:handguard_Attach) -> PlayItemMovementSound(MSS_Player_Movement_Item_Transition_1p) -> …
212 AE_Player_State_TacSprint_Stop Audio.Event.Player.Sprint.Tactical.Stop 9 AttachToHeldItem(str:handguard_Attach) -> PlayItemMovementSound(MSS_Player_Movement_Item_Transition_1p) -> RemoveCosmeticExertionSource -> …
  Player/Movement/Swimming      
213 AE_Swimming_LandHeavy Audio.Event.Player.Swimming.LandHeavy 2 AttachToActor -> PerspSound(hostility)(DA_Player_Swim_LandHeavy; tag:Audio.Asset.Player.Swim.LandHeavy.1p, Audio.Asset.Player.Swim.LandHeavy.Ally, Audio.Asset.Player.Swim
214 AE_Swimming_LandLight Audio.Event.Player.Swimming.LandLight 2 AttachToActor -> PerspSound(hostility)(DA_Player_Swim_LandLight; tag:Audio.Asset.Player.Swim.LandLight.1p, Audio.Asset.Player.Swim.LandLight.Ally, Audio.Asset.Player.Swim
215 AE_Swimming_Splash Audio.Event.Player.Swimming.Splash 1 TriggerParam(str:Splash)
216 AE_Swimming_Start Audio.Event.Player.Swimming.Start 3 SetSourceTransformParameters -> AttachToActor -> PerspSound(hostility)(DA_Player_Swim_SwimStart; tag:Audio.Asset.Player.Swim.SwimStart.1p, Audio.Asset.Player.Swim.SwimSta
217 AE_Swimming_Stop Audio.Event.Player.Swimming.Stop 4 EndBehavior -> EndBehavior -> TriggerParam(str:Stop) -> …
  Player/State      
218 AE_Player_State_Alive Audio.Event.Player.State.Alive 8 ActivateCBM(AM_CBM_Main) -> DeactivateCBM(AM_CBM_EndGame) -> HandlePhysicalExertionVox -> …
219 AE_Player_State_Alive_Local Audio.Event.Player.State.Alive.Local 1 DeactivateCBM(AM_CBM_GiveUp)
220 AE_Player_State_BackBlast Audio.Event.Player.State.BackBlast 1 SetTinnitusMix
221 AE_Player_State_BeingRevived Audio.Event.Player.State.BeingRevived 1 SetReviveParametersToActiveMusicState
222 AE_Player_State_BeingRevived_Stop Audio.Event.Player.State.BeingRevived.Stop 1 SendActiveMusicFloatParameter
223 AE_Player_State_Critical_Start Audio.Event.Player.State.Critical 10 ActivateCBM(AM_CBM_Critical) -> ClearVoxQueue -> DeactivateCBM(AM_CBM_Main) -> …
224 AE_Player_State_Critical_Stop Audio.Event.Player.State.Critical.Stop 8 ActivateCBM(AM_CBM_Main) -> DeactivateCBM(AM_CBM_Critical) -> EndBehavior -> …
225 AE_Player_State_LowHealth_Start Audio.Event.Player.State.LowHealth 2 RequestVoxRepeat(tag:Audio.Vox.Exertion.TakingDamage.GoingLowHealth) -> AttachToActor
226 AE_Player_State_LowHealth_Stop Audio.Event.Player.State.LowHealth.Stop 1 EndBehavior
227 AE_Player_State_SafeZone_Enter Audio.Event.Player.State.SafeZone.Enter 1 ActivateCBM(AM_CBM_SafeZone)
228 AE_Player_State_SafeZone_Exit Audio.Event.Player.State.SafeZone.Exit 1 DeactivateCBM(AM_CBM_SafeZone)
229 AE_Player_State_Tinnitus Audio.Event.Player.State.Tinnitus 1 SetTinnitusMix
  Prop      
230 AE_Prop_MovingTarget_Impact Audio.Event.Prop.MovingTarget.Impact 2 PlayTargetImpactSound -> AttachToActor
231 AE_Prop_MovingTarget_PopUp Audio.Event.Prop.MovingTarget.PopUp 2 PlayTargetPopUpSound -> AttachToActor
  Prop/PropDemolition      
232 AE_PropDemolition_Bush Audio.Event.Prop.Demolition.Bush 1 HandlePropDemolitionSound(MSS_PropDemolition_Bush_Preset)
233 AE_PropDemolition_Fence_Concrete Audio.Event.Prop.Demolition.FenceConcrete 1 HandlePropDemolitionSound(MSS_PropDemolition_Fence_Concrete_Preset)
234 AE_PropDemolition_Fence_Metal_Chainlink Audio.Event.Prop.Demolition.FenceMetalChainlink 1 HandlePropDemolitionSound(MSS_PropDemolition_Fence_Metal_Chainlink_Preset)
235 AE_PropDemolition_Fence_Metal_Sheet Audio.Event.Prop.Demolition.FenceMetalSheet 1 HandlePropDemolitionSound(MSS_PropDemolition_Fence_Metal_Sheet_Preset)
236 AE_PropDemolition_Fence_Wood Audio.Event.Prop.Demolition.FenceWood 1 HandlePropDemolitionSound(MSS_PropDemolition_Fence_Wood_Preset)
237 AE_PropDemolition_Sign Audio.Event.Prop.Demolition.Sign 1 HandlePropDemolitionSound(MSS_PropDemolition_Sign_Preset)
238 AE_PropDemolition_Tree Audio.Event.Prop.Demolition.Tree 1 HandlePropDemolitionSound(MSS_PropDemolition_Tree_Preset)
  UI/EndGame      
239 AE_UI_EndGame_CashNotify_CashEarned Audio.Event.UI.EndGame.CashNotify.CashEarned 1 PlaySound(MSS_UI_EndGame_CashRecap_CashEarned_Preset)
240 AE_UI_EndGame_CashNotify_CashSpent Audio.Event.UI.EndGame.CashNotify.CashSpent 1 PlaySound(MSS_UI_EndGame_CashRecap_CashSpent_Preset)
241 AE_UI_EndGame_CashNotify_FactionScored Audio.Event.UI.EndGame.CashNotify.FactionScored 1 PlaySound(MSS_UI_EndGame_CashRecap_Bonus_Preset)
242 AE_UI_EndGame_CashNotify_PurchaseRefunded Audio.Event.UI.EndGame.CashNotify.PurchaseRefunded 1 PlaySound(MSS_UI_EndGame_CashRecap_PurchaseRefund_Preset)
243 AE_UI_EndGame_CashNotify_TotalProfit Audio.Event.UI.EndGame.CashNotify.TotalProfit 1 PlaySound(MSS_UI_EndGame_CashRecap_TotalProfit_Preset)
244 AE_UI_EndGame_FactionScore_End Audio.Event.UI.EndGame.FactionScore.Stop 1 StopSound
245 AE_UI_EndGame_FactionScore_Start Audio.Event.UI.EndGame.FactionScore.Start 1 PlaySound(MSS_UI_EndGame_Score_Bar_Loop)
246 AE_UI_EndGame_TeamWin Audio.Event.UI.EndGame.TeamWin 3 ActivateCBM(AM_CBM_EndGame) -> Submix_DeactivateEffect(SBMIX_Vehicles, SBMIX_EnemyFootsteps, SBMIX_Player, SBMIX_Ambience, SBMIX_Weapons, SBMIX_VOIP, SBMIX_Dialogue_) ->
  UI/FrontEnd      
247 AE_TutorialVideo Audio.Event.UI.FrontEnd.TutorialVideo 1 PlayTutorialVideoSound
248 AE_UI_FrontEnd_BackgroundMovie_Start Audio.Event.UI.FrontEnd.BackgroundMovie.Start 1 PlaySound(MSS_UI_FrontEnd_BackgroundMovie)
249 AE_UI_FrontEnd_BackgroundMovie_Stop Audio.Event.UI.FrontEnd.BackgroundMovie.Stop 1 StopSound
250 AE_UI_FrontEnd_ChangeTab Audio.Event.UI.FrontEnd.ChangeTab 1 PlaySound(MSS_UI_FrontEnd_ChangeTab)
251 AE_UI_FrontEnd_Enter_BlackMarket Audio.Event.UI.FrontEnd.Open.BlackMarket 1 ActivateCBM(AM_CBM_UIScene)
252 AE_UI_FrontEnd_Enter_Collection Audio.Event.UI.FrontEnd.Open.Collection 3 ActivateCBM(AM_CBM_UIScene) -> DeactivateCBM(AM_CBM_FrontEnd_MainMenu) -> PlaySound(MSS_UI_FrontEnd_Enter_Collection)
253 AE_UI_FrontEnd_Enter_ConfirmationPopUp Audio.Event.UI.FrontEnd.Open.ConfirmationPopUp 2 ActivateCBM(AM_CBM_UIScene_PopUpWindow) -> PlaySound(MSS_UI_FrontEnd_OpenConfirmationPopUp)
254 AE_UI_FrontEnd_Enter_ContextDrawer Audio.Event.UI.FrontEnd.Open.ContextDrawer 2 ActivateCBM(AM_CBM_UIScene_ContextDrawer) -> PlaySound(MSS_UI_FrontEnd_Enter_ContextDrawer)
255 AE_UI_FrontEnd_Enter_Customize Audio.Event.UI.FrontEnd.Open.Customize 1 ActivateCBM(AM_CBM_UIScene)
256 AE_UI_FrontEnd_Enter_GoldMarket Audio.Event.UI.FrontEnd.Open.ServerBrowser 3 ActivateCBM(AM_CBM_UIScene) -> DeactivateCBM(AM_CBM_FrontEnd_MainMenu) -> PlaySound(MSS_UI_FrontEnd_OpenServerBrowser)
257 AE_UI_FrontEnd_Enter_IntroScene Audio.Event.UI.FrontEnd.IntroScene.Enter 2 PlaySound(UI_RevealTrailer_Audio) -> DisableMusic(tag:Audio.Music.FrontEnd.MainMenu)
258 AE_UI_FrontEnd_Enter_LearnToPlay Audio.Event.UI.FrontEnd.LearnToPlay.Enter 2 ActivateCBM(AM_CBM_TutorialVideo) -> PlaySound(MSS_UI_FrontEnd_OpenSubMenu)
259 AE_UI_FrontEnd_Enter_LogoScene Audio.Event.UI.FrontEnd.LogoScene.Enter 1 PlaySound(SFX_UI_FrontEnd_BootScreenVideo)
260 AE_UI_FrontEnd_Enter_MainMenu Audio.Event.UI.FrontEnd.Open.MainMenu 3 ActivateCBM(AM_CBM_FrontEnd_MainMenu) -> DeactivateCBM(AM_CBM_TutorialVideo) -> DeactivateCBM(AM_CBM_UIScene)
261 AE_UI_FrontEnd_Enter_Photosensitivity Audio.Event.UI.FrontEnd.Photosensitivity.Enter 1 DisableMusic(tag:Audio.Music.FrontEnd.MainMenu)
262 AE_UI_FrontEnd_Enter_ServerBrowser Audio.Event.UI.FrontEnd.Open.GoldMarket 3 ActivateCBM(AM_CBM_UIScene) -> DeactivateCBM(AM_CBM_FrontEnd_MainMenu) -> PlaySound(MSS_UI_FrontEnd_Enter_GoldMarket)
263 AE_UI_FrontEnd_Enter_SubMenu Audio.Event.UI.FrontEnd.Open.SubMenu 2 ActivateCBM(AM_CBM_UIScene) -> DeactivateCBM(AM_CBM_FrontEnd_MainMenu)
264 AE_UI_FrontEnd_Enter_Vault Audio.Event.UI.FrontEnd.Open.Vault 1 ActivateCBM(AM_CBM_UIScene)
265 AE_UI_FrontEnd_Exit_ConfirmationPopUp Audio.Event.UI.FrontEnd.Close.ConfirmationPopUp 1 DeactivateCBM(AM_CBM_UIScene_PopUpWindow)
266 AE_UI_FrontEnd_Exit_ContextDrawer Audio.Event.UI.FrontEnd.Close.ContextDrawer 2 DeactivateCBM(AM_CBM_UIScene_ContextDrawer) -> PlaySound(MSS_UI_FrontEnd_Exit_ContextDrawer)
267 AE_UI_FrontEnd_Exit_IntroScene Audio.Event.UI.FrontEnd.IntroScene.Exit 2 StopSound -> EnableMusic(tag:Audio.Music.FrontEnd.MainMenu)
268 AE_UI_FrontEnd_Exit_LearnToPlay Audio.Event.UI.FrontEnd.LearnToPlay.Exit 2 DeactivateCBM(AM_CBM_TutorialVideo) -> PlaySound(MSS_UI_FrontEnd_General_Select)
269 AE_UI_FrontEnd_Exit_LogoScene Audio.Event.UI.FrontEnd.LogoScene.Exit 1 StopSound
270 AE_UI_FrontEnd_Exit_MainMenu Audio.Event.UI.FrontEnd.Close.MainMenu 1 DeactivateCBM(AM_CBM_FrontEnd_MainMenu)
271 AE_UI_FrontEnd_Exit_Photosensitivity Audio.Event.UI.FrontEnd.Photosensitivity.Exit 1 EnableMusic(tag:Audio.Music.FrontEnd.MainMenu)
272 AE_UI_FrontEnd_Exit_ServerBrowser Audio.Event.UI.FrontEnd.Close.ServerBrowser 1 DeactivateCBM(AM_CBM_UIScene)
273 AE_UI_FrontEnd_Exit_SubMenu Audio.Event.UI.FrontEnd.Close.SubMenu 2 DeactivateCBM(AM_CBM_UIScene) -> PlaySound(MSS_UI_FrontEnd_General_Select)
274 AE_UI_FrontEnd_GoldExchange_Fail Audio.Event.UI.FrontEnd.GoldExchange.Fail 1 PlaySound(MSS_UI_FrontEnd_InsufficientFunds)
275 AE_UI_FrontEnd_GoldExchange_Success Audio.Event.UI.FrontEnd.GoldExchange.Success 1 PlaySound(MSS_UI_FrontEnd_PurchaseGoldBar)
276 AE_UI_FrontEnd_Hover Audio.Event.UI.FrontEnd.Hover 1 PlaySound(MSS_UI_FrontEnd_General_Hover)
277 AE_UI_FrontEnd_JoinServer Audio.Event.UI.FrontEnd.JoinServer 2 DeactivateCBM(AM_CBM_UIScene) -> PlaySound(MSS_UI_FrontEnd_JoinServer)
278 AE_UI_FrontEnd_MainMenuStart Audio.Event.UI.FrontEnd.MainMenuStart 1 PlaySound(MSS_UI_FrontEnd_OpenMainMenu)
279 AE_UI_FrontEnd_Meta_Mock_Collect Audio.Event.UI.FrontEnd.Meta.Mock.Collect 1 PlayInventoryItemUISound
280 AE_UI_FrontEnd_Meta_Mock_TimerStart Audio.Event.UI.FrontEnd.Meta.Mock.TimerStart 1 PlaySound(MSS_UI_Meta_MockTimerStart)
281 AE_UI_FrontEnd_PurchaseCosmetic_Fail Audio.Event.UI.FrontEnd.PurchaseCosmetic.Fail 1 PlaySound(MSS_UI_FrontEnd_InsufficientFunds)
282 AE_UI_FrontEnd_PurchaseCosmetic_Success Audio.Event.UI.FrontEnd.PurchaseCosmetic.Success 1 PlaySound(MSS_UI_FrontEnd_PurchaseCosmetic)
283 AE_UI_FrontEnd_Select Audio.Event.UI.FrontEnd.Select 1 PlaySound(MSS_UI_FrontEnd_General_Select)
284 AE_UI_FrontEnd_Slider Audio.Event.UI.FrontEnd.Slider 2 TriggerParam(str:Play) -> PlaySound(MSS_UI_Slider)
285 AE_UI_FrontEnd_Vault_Sort Audio.Event.UI.FrontEnd.Vault.Sort 1 PlaySound(MSS_UI_FrontEnd_Vault_Sort)
  UI/InGame      
286 AE_UI_InGame_DeploymentBoard_Close Audio.Event.UI.InGame.DeploymentBoard.Close 1 PlaySound(MSS_UI_DeploymentBoard_Close)
287 AE_UI_InGame_DeploymentBoard_Open Audio.Event.UI.InGame.DeploymentBoard.Open 1 PlaySound(MSS_UI_DeploymentBoard_Open)
288 AE_UI_InGame_LevelledUp Audio.Event.UI.InGame.LevelledUp 1 PlaySound(MSS_UX_Meta_LevelUp)
289 AE_UI_InGame_Minimap_Close Audio.Event.UI.InGame.Minimap.Close 1 PlaySound(MSS_UI_MiniMap_Close)
290 AE_UI_InGame_Minimap_Open Audio.Event.UI.InGame.Minimap.Open 1 PlaySound(MSS_UI_Minimap_Open)
291 AE_UI_InGame_Purchasing_Close Audio.Event.UI.InGame.Purchasing.Close 2 StopLocalPlayerSoundByContext -> PlaySound(MSS_UI_Vendor_Vehicle_Close)
292 AE_UI_InGame_Purchasing_Open Audio.Event.UI.InGame.Purchasing.Open 1 PlaySound(MSS_UI_Vendor_Vehicle_Open)
293 AE_UI_InGame_Vendor_DeleteItem Audio.Event.UI.Vendor.DeleteItem 2 StopLocalPlayerSoundByContext -> PlaySound(MSS_UI_Vendor_DeleteItem)
294 AE_UI_InGame_Vendor_Equipment_Close Audio.Event.UI.InGame.Vendor.Equipment.Close 2 DeactivateCBM(AM_CBM_UIScene_Vendor) -> PlaySound(MSS_UI_Vendor_Equipment_Close)
295 AE_UI_InGame_Vendor_Equipment_Open Audio.Event.UI.InGame.Vendor.Equipment.Open 2 ActivateCBM(AM_CBM_UIScene_Vendor) -> PlaySound(MSS_UI_Vendor_Equipment_Open)
296 AE_UI_InGame_Vendor_Garage_Close Audio.Event.UI.InGame.Vendor.Garage.Close 2 DeactivateCBM(AM_CBM_UIScene_Vendor_Garage) -> PlaySound(MSS_UI_Vendor_Vehicle_Close)
297 AE_UI_InGame_Vendor_Garage_Open Audio.Event.UI.InGame.Vendor.Garage.Open 2 ActivateCBM(AM_CBM_UIScene_Vendor_Garage) -> PlaySound(MSS_UI_Vendor_Vehicle_Open)
298 AE_UI_InGame_Vendor_InsufficientFunds Audio.Event.UI.Vendor.InsufficientFunds 1 PlaySound(MSS_UI_InGame_Vendor_InsufficientFunds)
299 AE_UI_InGame_Vendor_Purchase Audio.Event.UI.InGame.Vendor.Purchase 2 PlayContextualPurchaseSound -> PlaySound(MSS_UI_InGame_Vendor_PurchaseCart)
300 AE_UI_InGame_Vendor_PurchaseCart Audio.Event.UI.Vendor.PurchaseCart 1 PlaySound(MSS_UI_InGame_Vendor_PurchaseCart)
301 AE_UI_InGame_Vendor_RemoveItemFromCart Audio.Event.UI.Vendor.RemoveItemFromCart 1 PlaySound(MSS_UI_InGame_Vendor_RemoveItemFromCart)
302 AE_UI_InGame_Vendor_Unlock Audio.Event.UI.Vendor.Unlock 3 PlayItemUnlockVendorBark -> AttachToActor -> PlaySound(MSS_UI_Meta_Unlock_Success)
303 AE_UI_InGame_Vendor_Unlock_Fail Audio.Event.UI.Vendor.Unlock.Fail 1 PlaySound(MSS_UI_InGame_Vendor_InsufficientFunds)
304 AE_UI_InGame_Vendor_Vehicle_Close Audio.Event.UI.InGame.Vendor.Vehicle.Close 2 DeactivateCBM(AM_CBM_UIScene_Vendor) -> PlaySound(MSS_UI_Vendor_Vehicle_Close)
305 AE_UI_InGame_Vendor_Vehicle_Open Audio.Event.UI.InGame.Vendor.Vehicle.Open 2 ActivateCBM(AM_CBM_UIScene_Vendor) -> PlaySound(MSS_UI_Vendor_Vehicle_Open)
  UI/InGame/TankReloadMinigame      
306 AE_UI_InGame_TankReloadMiniGame_CompleteWithoutError Audio.Event.UI.InGame.ReloadingMinigame.CompleteWithoutError 2 TriggerParam(str:CompleteWithoutError) -> PlaySound(MSS_UI_InGame_TankReloadMinigame)
307 AE_UI_InGame_TankReloadMiniGame_CorrectKeyPress Audio.Event.UI.InGame.ReloadingMinigame.CorrectKey 3 SetReloadingMinigameSegment -> TriggerParam(str:Keypress) -> PlaySound(MSS_UI_InGame_TankReloadMinigame)
308 AE_UI_InGame_TankReloadMiniGame_FinalQuadrantSuccess Audio.Event.UI.InGame.ReloadingMinigame.FinalQuadrant 2 TriggerParam(str:FinalQuadrantSuccess) -> PlaySound(MSS_UI_InGame_TankReloadMinigame)
309 AE_UI_InGame_TankReloadMiniGame_IncorrectKeyPress Audio.Event.UI.InGame.ReloadingMinigame.IncorrectKey 2 TriggerParam(str:IncorrectKeyPress) -> PlaySound(MSS_UI_InGame_TankReloadMinigame)
310 AE_UI_InGame_TankReloadMiniGame_SuccessfulQuadrant Audio.Event.UI.InGame.ReloadingMinigame.SuccessfulQuadrant 3 SetReloadingMinigameSegment -> TriggerParam(str:SuccessfulQuadrant) -> PlaySound(MSS_UI_InGame_TankReloadMinigame)
  UI/Inventory      
311 AE_UI_Inventory_Attach_Suppressor Audio.Event.UI.Inventory.Attach.Suppressor 1 PlaySound(MSS_UI_InGame_Inventory_Attach_Suppressor)
312 AE_UI_Inventory_CombineMags Audio.Event.UI.Inventory.CombineMags 3 MoveUISoundToCharacter -> PlaySound(MSS_UI_InGame_Inventory_CombineMags) -> StopSound
313 AE_UI_Inventory_CombineMags_Start Audio.Event.UI.Inventory.CombineMags.Start 2 MoveUISoundToCharacter -> PlaySound(MSS_UI_InGame_Inventory_CombineMags_Start)
314 AE_UI_Inventory_CombineMags_Stop Audio.Event.UI.Inventory.CombineMags.Stop 1 StopSound
315 AE_UI_Inventory_Detach_Suppressor Audio.Event.UI.Inventory.Detach.Suppressor 1 PlaySound(MSS_UI_InGame_Inventory_Detach_Suppressor)
316 AE_UI_Inventory_ExtractAmmo Audio.Event.UI.Inventory.ExtractAmmo 3 MoveUISoundToCharacter -> PlaySound(MSS_UI_InGame_Inventory_ExtractAmmo) -> StopSound
317 AE_UI_Inventory_ExtractAmmo_Start Audio.Event.UI.Inventory.ExtractAmmo.Start 2 MoveUISoundToCharacter -> PlaySound(MSS_UI_InGame_Inventory_ExtractAmmo_Start)
318 AE_UI_Inventory_ExtractAmmo_Stop Audio.Event.UI.Inventory.ExtractAmmo.Stop 1 StopSound
319 AE_UI_Inventory_Interaction Audio.Event.UI.Inventory.ItemInteraction 2 MoveUISoundToCharacter -> PlayInventoryItemUISound(MSS_UI_InGame_Inventory_Hover)
320 AE_UI_Inventory_Rotate Audio.Event.UI.Inventory.Rotate 1 PlaySound(MSS_UI_InGame_Inventory_Rotate)
321 AE_UI_Inventory_SceneEnter Audio.Event.UI.Inventory.SceneEnter 3 ActivateCBM(AM_CBM_UIScene) -> MoveUISoundToCharacter -> PlaySound(MSS_UI_InGame_Inventory_Open)
322 AE_UI_Inventory_SceneExit Audio.Event.UI.Inventory.SceneExit 3 DeactivateCBM(AM_CBM_UIScene) -> MoveUISoundToCharacter -> PlaySound(MSS_UI_InGame_Inventory_Close)
  UI/Request      
323 AE_UI_Request_Ammo Audio.Event.UI.Request.Ammo 1 PerspSound(MSS_UI_InGame_Request_Ammo_1p)
324 AE_UI_Request_Healing Audio.Event.UI.Request.Healing 1 PerspSound(MSS_UI_InGame_Request_Healing_1p)
325 AE_UI_Request_Pickup Audio.Event.UI.Request.Pickup 1 PerspSound(MSS_UI_InGame_Request_Pickup_1p)
326 AE_UI_Request_SceneEnter Audio.Event.UI.Request.SceneEnter 1 PlaySound(MSS_UI_InGame_Request_SceneEnter)
327 AE_UI_Request_SceneExit Audio.Event.UI.Request.SceneExit 1 PlaySound(MSS_UI_InGame_Request_SceneExit)
  UI/Scoreboard      
328 AE_UI_Scoreboard_SceneEnter Audio.Event.UI.Scoreboard.Enter 3 ActivateCBM(AM_CBM_UIScene_Scoreboard) -> MoveUISoundToCharacter -> PlaySound(MSS_UI_InGame_Inventory_Open)
329 AE_UI_Scoreboard_SceneExit Audio.Event.UI.Scoreboard.Exit 4 DeactivateCBM(AM_CBM_UIScene_Scoreboard) -> DeactivateCBM(AM_CBM_UIScene) -> MoveUISoundToCharacter -> …
  UI/XPProgression      
330 AE_UI_XPProgression_LevelledUp Audio.Event.UI.XPProgression.LevelledUp 1 XPProgression_PlayRoleLevelUp(MSS_UI_EndGame_XP_LevelUp_Infantry_Preset, MSS_UI_EndGame_XP_LevelUp_Medic_Preset, MSS_UI_EndGame_XP_LevelUp_R)
331 AE_UI_XPProgression_RevealRoleProgression Audio.Event.UI.XPProgression.RevealRoleProgression 1 PlaySound(MSS_UI_EndGame_XP_RoleCard)
332 AE_UI_XPProgression_SkipReveal Audio.Event.UI.XPProgression.SkipReveal 1 StopSound
333 AE_UI_XPProgression_StartFillingProgress Audio.Event.UI.XPProgression.StartFillingProgress 2 XPProgression_SetXPBarTime -> PlaySound(MSS_UI_EndGame_XP_Bar)
  UX/Cash      
334 AE_UX_Cash_Bribe Audio.Event.UX.Cash.Bribe 1 PlaySound(MSS_UX_Cash_Bribe)
335 AE_UX_Cash_BuiltScore Audio.Event.UX.Cash.BuiltScore 1 PlaySound(MSS_UX_Cash_Small_01)
336 AE_UX_Cash_DeliveredPassenger Audio.Event.UX.Cash.DeliveredPassenger 1 PlaySound(MSS_UX_Cash_PassengerDelivered)
337 AE_UX_Cash_DeliveredSpawnVehicle Audio.Event.UX.Cash.DeliveredSpawnVehicle 1 PlaySound(MSS_UX_Cash_Large_01)
338 AE_UX_Cash_DestroyedVehicle Audio.Event.UX.Cash.DestroyedVehicle 1 PlaySound(MSS_UX_Cash_DestroyedVehicle)
339 AE_UX_Cash_HealedScore Audio.Event.UX.Cash.HealedScore 1 PlaySound(MSS_UX_Cash_HealedScore)
340 AE_UX_Cash_Hotzone_Reward Audio.Event.UX.Cash.HotzoneReward 1 PlaySound(MSS_UX_Cash_Hotzone_Reward)
341 AE_UX_Cash_Pallet_Deposit Audio.Event.UX.Cash.PalletDeposit 1 PlaySound(MSS_UX_Cash_Hotzone_Reward)
342 AE_UX_Cash_PassengerSurvived Audio.Event.UX.Cash.PassengerSurvived 1 PlaySound(MSS_UX_Cash_PassengerSurvived)
343 AE_UX_Cash_PurchaseSupplies Audio.Event.UX.Cash.PurchaseSupplies 1 PlaySound(MSS_UX_Cash_PurchaseSupply)
344 AE_UX_Cash_RepairingScore Audio.Event.UX.Cash.RepairingScore 1 PlaySound(MSS_UX_Cash_RepairingScore)
345 AE_UX_Cash_RevivedScore Audio.Event.UX.Cash.RevivedScore 1 PlaySound(MSS_UX_Cash_RevivedScore)
346 AE_UX_Cash_SpawnPassenger Audio.Event.UX.Cash.SpawnPassenger 1 PlaySound(MSS_UX_Cash_SpawnPassenger)
347 AE_UX_Cash_SupplyDestroyOnImpact Audio.Event.UX.Cash.SupplyDestroyOnImpact 1 PlaySound(MSS_UX_Cash_SupplyDestroyOnImpact)
348 AE_UX_Cash_TeammateKill Audio.Event.UX.Cash.TeammateKill 1 PlaySound(MSS_UX_Combat_Notify_TeammateKill)
349 AE_UX_Cash_Tip Audio.Event.UX.Cash.Tip 1 PlaySound(MSS_UX_Cash_Tip)
  UX/Cash/Assists      
350 AE_UX_Cash_Assist_BuiltScore_Enemy Audio.Event.UX.Cash.Assist.BuiltScore.Enemy 1 PlaySound(MSS_UX_Cash_Assist)
351 AE_UX_Cash_Assist_BuiltScore_Teammate Audio.Event.UX.Cash.Assist.BuiltScore.Teammate 1 PlaySound(MSS_UX_Cash_Assist)
352 AE_UX_Cash_Assist_Crew Audio.Event.UX.Cash.Assist.Crew 1 PlaySound(MSS_UX_Cash_Assist)
353 AE_UX_Cash_Assist_Spotting Audio.Event.UX.Cash.Assist.Spotting 1 PlaySound
354 AE_UX_Cash_Assist_Transport Audio.Event.UX.Cash.Assist.Transport 1 PlaySound(MSS_UX_Cash_Assist)
  UX/Combat      
355 AE_UX_Combat_HeadshotKill Audio.Event.UX.Combat.HeadshotKill 2 SetEnemyKilledDistance -> PlaySound(MSS_UX_Combat_Notify_HeadshotKill)
356 AE_UX_Combat_HighValueKill Audio.Event.UX.Combat.HighValueKill 1 SetBool(str:IsHighValue)
357 AE_UX_Combat_Hitmarker Audio.Event.UX.Combat.Hitmarker 2 PlayHitConfirmSound(MSS_UX_Combat_Hitmarker_Flesh, MSS_UX_Combat_Hitmarker_Armor, MSS_UX_Combat_Hitmarker_Armor_Helmet, MSS_UX_Com) -> TriggerParam(str:Trigger)
358 AE_UX_Combat_Hitmarker_Vehicle Audio.Event.UX.Combat.Hitmarker.Vehicle 3 PlayVehicleHitSound -> TriggerParam(str:Trigger) -> WDMoveSoundToGameplayCueLocation
359 AE_UX_Combat_Kill Audio.Event.UX.Combat.Kill 1 EnemyKilledParameters(MSS_UX_Combat_Notify_KillConfirmed)
360 AE_UX_Combat_KillAssist Audio.Event.UX.Combat.KillAssist 1 PlaySound(MSS_UX_Spotting_SpottedTargetDestroyAssist)
  UX/Healing      
361 AE_UX_Heal_Notify_End Audio.Event.UX.Healing.NotifyEnd 1 PlayHealingSound(MSS_UX_Healing_Notify_End)
362 AE_UX_Heal_Notify_Start Audio.Event.UX.Healing.NotifyStart 1 PlayHealingSound(MSS_UX_Healing_Notify_Start)
  UX/Spotted      
363 AE_UX_Spotted_SpottedConfirmation Audio.Event.UX.Spotted.SpottedConfirmation 1 PlaySound(MSS_UX_Spotting_SpottedConfirmation)
364 AE_UX_Spotted_SpottedDestroy_BuildableDestroyed Audio.Event.UX.Spotted.DestroyAssist.Buildable 3 ActivateCBM(AM_CBM_NarratorActive) -> DeactivateCBM(AM_CBM_NarratorActive) -> RequestLocalVox(tag:Audio.Vox.Bark.Spotting.Destroy.Buildable)
365 AE_UX_Spotted_SpottedDestroy_DeployableDestroyed Audio.Event.UX.Spotted.DestroyAssist.Deployable 3 ActivateCBM(AM_CBM_NarratorActive) -> DeactivateCBM(AM_CBM_NarratorActive) -> RequestLocalVox(tag:Audio.Vox.Bark.Spotting.Destroy.Deployable)
366 AE_UX_Spotted_SpottedDestroy_EnemyKilled Audio.Event.UX.Spotted.DestroyAssist.Player 4 ActivateCBM(AM_CBM_NarratorActive) -> DeactivateCBM(AM_CBM_NarratorActive) -> RequestLocalVox(tag:Audio.Vox.Bark.Spotting.Destroy.Player) -> …
367 AE_UX_Spotted_SpottedDestroy_VehicleDestroyed Audio.Event.UX.Spotted.DestroyAssist.Vehicle 3 ActivateCBM(AM_CBM_NarratorActive) -> DeactivateCBM(AM_CBM_NarratorActive) -> RequestLocalVox(tag:Audio.Vox.Bark.Spotting.Destroy.Vehicle)
  Vehicle      
368 AE_Countermeasures_SmokeScreen Audio.Event.Vehicle.Countermeasures.SmokeScreen 5 SetSmokeScreenActiveTime -> AttachToActor -> AttachToActor -> …
369 AE_Vehicle_Collision Audio.Event.Vehicle.Shared.Collision 2 PlayVehicleCollisionSound(MSS_Vehicle_Truck_Collision_Preset) -> WDMoveSoundToGameplayCueLocation
370 AE_Vehicle_Horn Audio.Event.Vehicle.Shared.Horn 5 Doppler -> PlayVehicleHorn -> SetBool(str:HornOn) -> …
371 AE_Vehicle_Horn_Stop Audio.Event.Vehicle.Shared.Horn.Stop 2 EndBehavior -> SetBool(str:HornOn)
372 AE_Vehicle_LockStateChange Audio.Event.Vehicle.Shared.LockStateChange 2 PlayVehicleLockStateChangeSound -> AttachToActor(str:body_J)
373 AE_Vehicle_Perspective Audio.Event.Vehicle.Shared.Perspective 3 Comms_VehiclePerspective_PerspectiveChanged -> SetVehicleHostility -> VehicleHorn/Persp
374 AE_Vehicle_PostDestroy_Stop Audio.Event.Vehicle.Shared.PostDestroy.Stop 1 StopSound
375 AE_Vehicle_Shared_Damaged Audio.Event.Vehicle.Shared.Damaged 6 Doppler -> SetVehicleHIDZAttribute(tag:Attribute.Gameplay.Health.Engine; str:EngineHealth) -> VehicleDamaged -> …
376 AE_Vehicle_Shared_Damaged_Stop Audio.Event.Vehicle.Shared.Damaged.Stop 4 EndBehavior -> EndBehavior -> EndBehavior -> …
377 AE_Vehicle_Shared_DepositSupplies Audio.Event.Vehicle.Shared.DepositSupplies 2 PlayVehicleDepositSound -> WDMoveSoundToGameplayCueLocation
378 AE_Vehicle_Shared_Destroy Audio.Event.Vehicle.Shared.Destroy 12 AttachToGCObject -> StopSound_SpeedOfSoundDelay -> StopSound_SpeedOfSoundDelay -> …
379 AE_Vehicle_Shared_PostDestroy Audio.Event.Vehicle.Shared.PostDestroy 2 AttachToActor -> PlaySound(MSS_Vehicle_Shared_Destroy_PostDestroy)
380 AE_Vehicle_SpawnVehicle_RadarFold Audio.Event.Vehicle.SpawnVehicle.RadarFold 3 PlayAllegianceSound(MSS_Vehicle_Land_SpawnVehicle_Radar_Lonestar, MSS_Vehicle_Land_SpawnVehicle_Radar_Valkyra, MSS_Vehicle_Land_Sp) -> AttachToActor(str:body_RadarSocket)
381 AE_Vehicle_SpawnVehicle_RadarUnfold Audio.Event.Vehicle.SpawnVehicle.RadarUnfold 3 PlayAllegianceSound(MSS_Vehicle_Land_SpawnVehicle_Radar_Lonestar, MSS_Vehicle_Land_SpawnVehicle_Radar_Valkyra, MSS_Vehicle_Land_Sp) -> AttachToActor(str:body_RadarSocket)
382 AE_Vehicle_SpawnVehicle_Radar_Damaged_OnActive Audio.Event.Vehicle.SpawnVehicle.Radar.Damaged.OnActive 2 AttachSoundToVehicle(str:body_RadarSocket) -> PlaySound(MSS_Vehicles_Land_SpawnVehicle_Patriot_RadarDish_Damage_OneShot)
383 AE_Vehicle_SpawnVehicle_Radar_Damaged_OnRemove Audio.Event.Vehicle.SpawnVehicle.Radar.Damaged.OnRemove 2 EndBehavior -> TriggerParamOrStop(str:Stop)
384 AE_Vehicle_SpawnVehicle_Radar_Damaged_WhileActive Audio.Event.Vehicle.SpawnVehicle.Radar.Damaged.WhileActive 4 AttachSoundToVehicle(str:body_RadarSocket) -> SetBool(str:Destroyed) -> SetVehicleHIDZAttribute(tag:Attribute.Gameplay.Health.Radar; str:RadarHealth) -> …
385 AE_Vehicle_SpawnVehicle_Radar_Destroyed_OnActive Audio.Event.Vehicle.SpawnVehicle.Radar.Destroyed.OnActive 2 AttachSoundToVehicle(str:body_RadarSocket) -> PlaySound(MSS_Vehicles_Land_SpawnVehicle_Patriot_RadarDish_Destroy_OneShot)
386 AE_Vehicle_SpawnVehicle_Radar_Destroyed_OnRemove Audio.Event.Vehicle.SpawnVehicle.Radar.Destroyed.OnRemove 1 SetBool(str:Destroyed)
387 AE_Vehicle_SpawnVehicle_Radar_Destroyed_WhileActive Audio.Event.Vehicle.SpawnVehicle.Radar.Destroyed.WhileActive 1 SetBool(str:Destroyed)
388 AE_Vehicle_SpawnVehicle_Radar_HeavyDamaged_OnActive Audio.Event.Vehicle.SpawnVehicle.Radar.HeavyDamage.OnActive 2 AttachSoundToVehicle(str:body_RadarSocket) -> PlaySound(MSS_Vehicles_Land_SpawnVehicle_Patriot_RadarDish_Damage_OneShot)
389 AE_Vehicle_SpawnVehicle_Radar_HeavyDamaged_OnRemove Audio.Event.Vehicle.SpawnVehicle.Radar.HeavyDamage.OnRemove 2 EndBehavior -> TriggerParamOrStop(str:Stop)
390 AE_Vehicle_SpawnVehicle_Radar_HeavyDamaged_WhileActive Audio.Event.Vehicle.SpawnVehicle.Radar.HeavyDamage.WhileActive 4 AttachSoundToVehicle(str:body_RadarSocket) -> SetBool(str:Destroyed) -> SetVehicleHIDZAttribute(tag:Attribute.Gameplay.Health.Radar; str:RadarHealth) -> …
391 AE_Vehicle_UnderAttackNotify Audio.Event.Vehicle.UnderAttack.Start 1 PlayVehicleSound(tag:Audio.Asset.Vehicle.UnderAttack)
392 AE_Vehicle_UnderAttackNotify_Stop Audio.Event.Vehicle.UnderAttack.Stop 1 StopSound
  Vehicle/Land/PZH2000      
393 AE_PZH2000_Destroy Audio.Event.Vehicle.PZH2000.Destroy 6 AttachToGCObject -> XSetExecutionContextAbandonmentSettings -> StopSound -> …
394 AE_PZH2000_Enter Audio.Event.Vehicle.PZH2000.Enter 4 AttachToGCObject -> PerspSound(MSS_Vehicle_PZH_Enter_1p, MSS_Vehicle_PZH_Enter_3p) -> TriggerOnGCSourceObject -> …
395 AE_PZH2000_Exit Audio.Event.Vehicle.PZH2000.Exit 3 AttachToGCObject -> PerspSound(MSS_Vehicle_PZH_Exit_1p, MSS_Vehicle_PZH_Exit_3p) -> VehicleHorn/Persp
396 AE_PZH2000_PostDestroy Audio.Event.Vehicle.PZH2000.PostDestroy 2 AttachToActor -> PlaySound(MSS_Vehicle_Shared_Destroy_PostDestroy)
  Vehicle/Land/SPW_01      
397 AE_Vehicle_Enter_SPW_01 Audio.Event.Vehicle.Enter.SPW_01 4 AttachToGCObject -> PerspSound(MSS_Vehicle_Spawn_Vehicle_Enter_1p, MSS_Vehicle_Spawn_Vehicle_Enter_3p) -> TriggerOnGCSourceObject -> …
398 AE_Vehicle_Exit_SPW_01 Audio.Event.Vehicle.Exit.SPW_01 3 AttachSoundToVehicle -> VehicleHorn/Persp -> PlaySound(MSS_Vehicle_Spawn_Vehicle_Exit_3p)
  Vehicle/Land/TNK_01      
399 AE_Vehicle_Enter_TNK_01 Audio.Event.Vehicle.Enter.TNK_01 4 AttachSoundToVehicle -> TriggerOnGCSourceObject -> VehicleHorn/Persp -> …
400 AE_Vehicle_Exit_TNK_01 Audio.Event.Vehicle.Exit.TNK_01 3 AttachSoundToVehicle -> VehicleHorn/Persp -> PlaySound(MSS_Vehicle_TNK_01_Exit_3p)
  Vehicle/ROT      
401 AE_Engine_Kill_ROT Audio.Event.Vehicle.Engine.Kill.ROT 9 EndBehavior -> EndBehavior -> EndBehavior -> …
402 AE_Engine_Running_ROT Audio.Event.Vehicle.Engine.Running.ROT 16 Doppler -> SetBool(str:Engine On) -> SetBool(str:Engine On) -> …
403 AE_Engine_Stop_ROT Audio.Event.Vehicle.Engine.Stop.ROT 9 EndBehavior -> EndBehavior -> EndBehavior -> …
404 AE_RearRotor_Kill Audio.Event.Vehicle.RearRotor.Kill 3 EndBehavior -> EndBehavior -> StopSound
405 AE_Vehicle_Helicopter_DustKickup Audio.Event.Vehicle.Shared.DustKickup 3 DustKickup -> VehicleHorn/Persp -> PlaySound(MSS_Vehicle_Helicopter_DustKickup)
406 AE_Vehicle_Helicopter_DustKickup_Stop Audio.Event.Vehicle.Shared.DustKickup.Stop 2 EndBehavior -> TriggerParamOrStop(str:On Stop)
407 AE_Vehicle_ROT_Destroy Audio.Event.Vehicle.Destroy.ROT_03 16 AttachToGCObject -> SetROTDestroyParams -> StopSound_SpeedOfSoundDelay -> …
408 AE_Vehicle_ROT_Destroyed_Crash Audio.Event.Vehicle.Destroy.Crash.ROT_03 2 PlayHelicopterDestroyCrashSound -> ApplyImpulseResonance
409 AE_Vehicle_RearRotor_Running Audio.Event.Vehicle.RearRotor.Running 6 Doppler -> SetBool(str:Engine On) -> SetVehicleHIDZAttribute(tag:Attribute.Gameplay.Health.Rotor.Tail; str:TailRotorHealth) -> …
410 AE_Vehicle_RearRotor_Stop Audio.Event.Vehicle.RearRotor.Stop 3 EndBehavior -> EndBehavior -> SetBool(str:Engine On)
  Vehicle/Shared      
411 AE_Vehicle_BrakePedalDown Audio.Event.Vehicle.Shared.BrakePedalDown 4 VehicleHorn/Persp -> AttachToActor(str:brakePedal_J) -> TriggerParam(str:Trigger) -> …
412 AE_Vehicle_DefenceSystem_Flares Audio.Event.Vehicle.Shared.DefenceSystem.Flares 2 AttachToActor -> PlaySound(MSS_Vehicle_DefenceSystem_Flares_Deploy)
413 AE_Vehicle_GarageVendor_Refuel_Start Audio.Event.Vehicle.Shared.GarageVendor.Refuel.Start 3 AttachSoundToVehicle -> VehicleHorn/Persp -> PerspSound(hostility)(DA_GarageVendor_Refuel_Audio; tag:Audio.Asset.Item.UsePrimary.1p, Audio.Asset.Item.UsePrimary.3p)
414 AE_Vehicle_GarageVendor_Refuel_Stop Audio.Event.Vehicle.Shared.GarageVendor.Refuel.Stop 1 TriggerParam(str:Stop)
415 AE_Vehicle_GarageVendor_Repair_Start Audio.Event.Vehicle.Shared.GarageVendor.Repair.Start 3 AttachSoundToVehicle -> VehicleHorn/Persp -> PerspSound(hostility)(DA_GarageVendor_Repair_Audio; tag:Audio.Asset.Item.UsePrimary.1p, Audio.Asset.Item.UsePrimary.3p)
416 AE_Vehicle_GarageVendor_Repair_Stop Audio.Event.Vehicle.Shared.GarageVendor.Repair.Stop 1 TriggerParam(str:Stop)
417 AE_Vehicle_GasPedalDown Audio.Event.Vehicle.Shared.GasPedalDown 4 VehicleHorn/Persp -> AttachToActor(str:gasPedal_J) -> TriggerParam(str:Trigger) -> …
418 AE_Vehicle_GearChange Audio.Event.Vehicle.Shared.GearChange 3 VehicleHorn/Persp -> AttachToActor(str:gasPedal_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.GearChange)
419 AE_Vehicle_Reversing_Start Audio.Event.Vehicle.Shared.Reversing.Start 4 VehicleHorn/Persp -> AttachToActor(str:gasPedal_J) -> TriggerParam(str:Start) -> …
420 AE_Vehicle_Reversing_Stop Audio.Event.Vehicle.Shared.Reversing.Stop 1 TriggerParamOrStop(str:Stop)
421 AE_Vehicle_Shared_CantEnter Audio.Event.Vehicle.Shared.CantEnter 3 VehicleHorn/Persp -> PlaySound(MSS_Vehicle_Shared_CantEnter_3p_Preset) -> WDMoveSoundToGameplayCueLocation
422 AE_Vehicle_Shared_ChangeSeats Audio.Event.Vehicle.Shared.ChangedSeat 2 PerspSound(MSS_Vehicle_Shared_ChangeSeats_Generic_1p, MSS_Vehicle_Shared_ChangeSeats_Generic_3p) -> VehicleHorn/Persp
423 AE_Vehicle_Shared_Hifi_Start Audio.Event.Vehicle.Hifi.Start 3 VehicleHorn/Persp -> VehiclePlayTape(MSS_Vehicle_HiFi_Master) -> AttachToActor(str:radio_J)
424 AE_Vehicle_Shared_Hifi_Stop Audio.Event.Vehicle.Hifi.Stop 1 TriggerParam(str:Stop)
425 AE_Vehicle_Shared_Spawn Audio.Event.Vehicle.Shared.Spawn 2 PlayVehiclePurchaseHorn -> WDMoveSoundToGameplayCueLocation
  Vehicle/Shared/HIDZ      
426 AE_Haywire_Stop Audio.Event.Vehicle.HIDZ.Haywire.Stop 1 TriggerParamOrStop(str:Stop)
427 AE_Vehicle_FuelTank_Leaking Audio.Event.Vehicle.FuelTank.Leaking 6 VehicleHorn/Persp -> AttachToActor(str:fuelPoint_J) -> AttachToActor(str:fuelPoint_J) -> …
428 AE_Vehicle_FuelTank_Leaking_Stop Audio.Event.Vehicle.FuelTank.Leaking.Stop 2 EndBehavior -> TriggerParamOrStop(str:Stop)
429 AE_Vehicle_HIDZRearRotor_Destroy Audio.Event.Vehicle.HIDZ.TailRotor.Destroy 2 AttachToActor(str:collective_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.TailRotor.Destroy)
430 AE_Vehicle_HIDZ_Haywire Audio.Event.Vehicle.HIDZ.Haywire 4 SetBool(str:IsDestroyed) -> VehicleHorn/Persp -> AttachToActor(str:collectiveThrottleR_J) -> …
431 AE_Vehicle_HIDZ_MainRotor_Damaged Audio.Event.Vehicle.HIDZ.MainRotor.Damaged 5 Doppler -> SetVehicleHIDZAttribute(tag:Attribute.Gameplay.Health.Rotor.Main; str:HIDZHealth) -> VehicleHorn/Persp -> …
432 AE_Vehicle_HIDZ_MainRotor_Damaged_Stop Audio.Event.Vehicle.HIDZ.MainRotor.Damaged.Stop 3 EndBehavior -> EndBehavior -> TriggerParamOrStop(str:Stop)
433 AE_Vehicle_HIDZ_MainRotor_Destroy Audio.Event.Vehicle.HIDZ.MainRotor.Destroy 5 SetROTDestroyParams -> StopSound_SpeedOfSoundDelay -> StopSound_SpeedOfSoundDelay -> …
434 AE_Vehicle_HIDZ_RearRotor_Damaged Audio.Event.Vehicle.HIDZ.TailRotor.Damaged 5 Doppler -> SetVehicleHIDZAttribute(tag:Attribute.Gameplay.Health.Rotor.Tail; str:HIDZHealth) -> VehicleHorn/Persp -> …
435 AE_Vehicle_HIDZ_RearRotor_Damaged_Stop Audio.Event.Vehicle.HIDZ.TailRotor.Damaged.Stop 3 EndBehavior -> EndBehavior -> TriggerParamOrStop(str:Stop)
  Vehicle/Shared/HIDZ/Wheels      
436 AE_Vehicle_HIDZ_WheelFlat_FrontLeft Audio.Event.Vehicle.HIDZ.Wheel.FlatLoop.FrontLeft 2 AttachToActor(str:frontLWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.FlatLoop)
437 AE_Vehicle_HIDZ_WheelFlat_FrontRight Audio.Event.Vehicle.HIDZ.Wheel.FlatLoop.FrontRight 2 AttachToActor(str:frontRWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.FlatLoop)
438 AE_Vehicle_HIDZ_WheelFlat_RearLeft Audio.Event.Vehicle.HIDZ.Wheel.FlatLoop.RearLeft 2 AttachToActor(str:rearLWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.FlatLoop)
439 AE_Vehicle_HIDZ_WheelFlat_RearRight Audio.Event.Vehicle.HIDZ.Wheel.FlatLoop.RearRight 2 AttachToActor(str:rearRWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.FlatLoop)
440 AE_Vehicle_HIDZ_WheelPop_FrontLeft Audio.Event.Vehicle.HIDZ.Wheel.Pop.FrontLeft 2 AttachToActor(str:frontLWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Pop)
441 AE_Vehicle_HIDZ_WheelPop_FrontRight Audio.Event.Vehicle.HIDZ.Wheel.Pop.FrontRight 2 AttachToActor(str:frontRWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Pop)
442 AE_Vehicle_HIDZ_WheelPop_RearLeft Audio.Event.Vehicle.HIDZ.Wheel.Pop.RearLeft 2 AttachToActor(str:rearLWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Pop)
443 AE_Vehicle_HIDZ_WheelPop_RearRight Audio.Event.Vehicle.HIDZ.Wheel.Pop.RearRight 2 AttachToActor(str:rearRWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Pop)
444 AE_Vehicle_HIDZ_Wheel_Destroy_FrontLeft Audio.Event.Vehicle.HIDZ.Wheel.Destroy.FrontLeft 2 AttachToActor(str:frontLWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Destroy)
445 AE_Vehicle_HIDZ_Wheel_Destroy_FrontRight Audio.Event.Vehicle.HIDZ.Wheel.Destroy.FrontRight 2 AttachToActor(str:frontRWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Destroy)
446 AE_Vehicle_HIDZ_Wheel_Destroy_RearLeft Audio.Event.Vehicle.HIDZ.Wheel.Destroy.RearLeft 2 AttachToActor(str:rearLWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Destroy)
447 AE_Vehicle_HIDZ_Wheel_Destroy_RearRight Audio.Event.Vehicle.HIDZ.Wheel.Destroy.RearRight 2 AttachToActor(str:rearRWheelSpin_J) -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.Destroy)
448 AE_Vehicle_HIDZ_Wheel_DestroyedLoop_FrontLeft Audio.Event.Vehicle.HIDZ.Wheel.DestroyedLoop.FrontLeft 3 AttachToActor(str:frontLWheelSpin_J) -> StopSound -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.DestroyedLoop)
449 AE_Vehicle_HIDZ_Wheel_DestroyedLoop_FrontRight Audio.Event.Vehicle.HIDZ.Wheel.DestroyedLoop.FrontRight 3 AttachToActor(str:frontRWheelSpin_J) -> StopSound -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.DestroyedLoop)
450 AE_Vehicle_HIDZ_Wheel_DestroyedLoop_RearLeft Audio.Event.Vehicle.HIDZ.Wheel.DestroyedLoop.RearLeft 3 AttachToActor(str:rearLWheelSpin_J) -> StopSound -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.DestroyedLoop)
451 AE_Vehicle_HIDZ_Wheel_DestroyedLoop_RearRight Audio.Event.Vehicle.HIDZ.Wheel.DestroyedLoop.RearRight 3 AttachToActor(str:rearRWheelSpin_J) -> StopSound -> PlayVehicleSound(tag:Audio.Asset.Vehicle.Shared.HIDZ.Wheel.DestroyedLoop)
  Vehicle/TNK      
452 AE_Vehicle_Engine_Running_TNK Audio.Event.Vehicle.Engine.Running.TNK 10 Doppler -> SetBool(str:DisallowIgnition) -> SetBool(str:Engine On) -> …
453 AE_Vehicle_Engine_Stop_TNK Audio.Event.Vehicle.Engine.Stop.TNK 4 EndBehavior -> EndBehavior -> EndBehavior -> …
454 AE_Vehicle_Moving_Stop_TNK Audio.Event.Vehicle.MovingStop.TNK 3 EndBehavior -> StopSound -> StopSound
455 AE_Vehicle_Moving_TNK Audio.Event.Vehicle.Moving.TNK 7 SetVehicleParameters_SpeedAndRotation -> SetVehicleParameters_Tracked -> VehicleHorn/Persp -> …
  Vehicle/Targeting      
456 AE_Vehicle_Targeting_IsFullLockedOnTo Audio.Event.Vehicle.Shared.Targeting.IsFullLockedOnTo 4 VehicleHorn/Persp -> AttachToActor -> TriggerParam(str:Full Locked Start) -> …
457 AE_Vehicle_Targeting_IsFullLockedOnTo_Stop Audio.Event.Vehicle.Shared.Targeting.IsFullLockedOnTo.Stop 2 TriggerParam(str:Full Locked Stop) -> StopSound
458 AE_Vehicle_Targeting_IsLockedOnTo Audio.Event.Vehicle.Shared.Targeting.IsLockedOnTo 4 VehicleHorn/Persp -> AttachToActor -> TriggerParam(str:LockOn Start) -> …
459 AE_Vehicle_Targeting_IsLockedOnTo_Stop Audio.Event.Vehicle.Shared.Targeting.IsLockedOnTo.Stop 2 TriggerParam(str:Stop Sound) -> StopSound
  Vehicle/WHL      
460 AE_Vehicle_EngineRunning_WHL Audio.Event.Vehicle.Engine.Running.WHL 9 Doppler -> SetBool(str:Engine On) -> SetVehicleHostility -> …
461 AE_Vehicle_EngineStop_WHL Audio.Event.Vehicle.Engine.Stop.WHL 4 EndBehavior -> EndBehavior -> EndBehavior -> …
462 AE_Vehicle_Engine_Start Audio.Event.Vehicle.Engine.Start 2 SetAudioParameters -> SetBool(str:AllowIgnition)
463 AE_Vehicle_MovingStop_WHL Audio.Event.Vehicle.MovingStop.WHL 4 StopSoundByContext -> StopSound -> StopSound -> …
464 AE_Vehicle_Moving_WHL Audio.Event.Vehicle.Moving.WHL 8 HIDZ_Wheels -> SetVehicleParameters_SpeedAndRotation -> SetVehicleParameters_Wheeled -> …
  Vehicle/Weapon/Aim      
465 AE_Vehicle_Weapon_Aim_ChangeDirection Audio.Event.Vehicle.Shared.Weapon.Aim.ChangeDirection 1 TriggerParam(str:Change Direction)
466 AE_Vehicle_Weapon_Aim_Start Audio.Event.Vehicle.Shared.Weapon.Aim 3 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Vehicle.Weapon.Aim.1p, Audio.Asset.Vehicle.Weapon.Aim.3p) -> AttachToActor -> WDSetVehicleWeaponAim
467 AE_Vehicle_Weapon_Aim_Stop Audio.Event.Vehicle.Shared.Weapon.Aim.Stop 1 EndBehavior
  Vehicle/Weapon/Fire      
468 AE_Vehicle_Weapon_Artillery_Fire Audio.Event.Weapon.Artillery.Fire 5 ArtilleryFiringSound(MSS_Weapon_Vehicle_Artillery_Fire_1p, MSS_Weapon_Vehicle_Artillery_Fire_3p) -> SetHostilityParameter -> TriggerParam(str:Semi) -> …
469 AE_Vehicle_Weapon_Artillery_Travel_1p Audio.Event.Weapon.Artillery.Travel.1p 2 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Vehicle.Weapon.Travel.1p) -> Vehicle_Artillery_Travel_1p
470 AE_Vehicle_Weapon_Artillery_Travel_1p_Stop Audio.Event.Weapon.Artillery.Travel.1p.Stop 3 StopSound -> StopSound -> StopSound
471 AE_Vehicle_Weapon_Artillery_Travel_3p Audio.Event.Weapon.Artillery.Travel.3p 1 PlayVehicleWeaponPerspectiveSound
472 AE_Vehicle_Weapon_Fire_DryFire Audio.Event.Vehicle.Shared.Weapon.Fire.DryFire 4 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Item.DryFire.1p, Audio.Asset.Item.DryFire.3p) -> SetHostilityParameter -> VehicleWeaponStartFireParameters -> …
473 AE_Vehicle_Weapon_Fire_Start_Auto Audio.Event.Vehicle.Shared.Weapon.Fire.Start.Auto 5 EnemyAccuracyScaling_Vehicle -> PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Vehicle.Weapon.Fire.1p, Audio.Asset.Vehicle.Weapon.Fire.3p) -> VehicleWeaponStartFirePar
474 AE_Vehicle_Weapon_Fire_Start_Burst Audio.Event.Vehicle.Shared.Weapon.Fire.Start.Burst 5 EnemyAccuracyScaling_Vehicle -> PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Vehicle.Weapon.Fire.1p, Audio.Asset.Vehicle.Weapon.Fire.3p) -> SetHostilityParameter ->
475 AE_Vehicle_Weapon_Fire_Start_Semi Audio.Event.Vehicle.Shared.Weapon.Fire.Start.Semi 6 EnemyAccuracyScaling_Vehicle -> PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Vehicle.Weapon.Fire.1p, Audio.Asset.Vehicle.Weapon.Fire.3p) -> SetHostilityParameter ->
476 AE_Vehicle_Weapon_Fire_Stop Audio.Event.Vehicle.Shared.Weapon.Fire.Stop 4 EndBehavior -> EndBehavior -> SetBool(str:IsFiring) -> …
477 AE_Vehicle_Weapon_Fire_StopSilent Audio.Event.Vehicle.Shared.Weapon.Fire.StopSilent 5 EndBehavior -> EndBehavior -> EndBehavior -> …
478 AE_Vehicle_Weapon_Fire_StopTail Audio.Event.Vehicle.Shared.Weapon.Fire.StopTail 1 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Vehicle.Weapon.Fire.Stop.3p)
479 AE_Vehicle_Weapon_PreFire_Start Audio.Event.Vehicle.Shared.Weapon.StartPreFire 3 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Vehicle.Weapon.PreFire.1P, Audio.Asset.Vehicle.Weapon.PreFire.3P) -> VehicleWeaponPreFireParameters -> TriggerParam(str:
480 AE_Vehicle_Weapon_PreFire_Stop Audio.Event.Vehicle.Shared.Weapon.StopPreFire 1 TriggerParamOrStop(str:StopPreFire)
481 AE_Vehicle_Weapon_PreFire_StopSilent Audio.Event.Vehicle.Shared.Weapon.StopPreFire.Silent 1 StopSound
  Vehicle/Weapon/Reload      
482 AE_Vehicle_Weapon_Reload_Cancelled Audio.Event.Vehicle.Shared.Weapon.Reload.Cancelled 1 StopSound
483 AE_Vehicle_Weapon_Reload_Empty Audio.Event.Vehicle.Shared.Weapon.Reload.Empty 2 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> XMoveSoundToActor
484 AE_Vehicle_Weapon_Reload_LoadRound Audio.Event.Vehicle.Shared.Weapon.Reload.LoadRound 2 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> XMoveSoundToActor
485 AE_Vehicle_Weapon_Reload_LoadRounds Audio.Event.Vehicle.Shared.Weapon.Reload.LoadRounds 4 GetLengthOfTankReload -> PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Reload) -> …
486 AE_Vehicle_Weapon_Reload_Tactical Audio.Event.Vehicle.Shared.Weapon.Reload.Tactical 2 PlayVehicleWeaponPerspectiveSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> XMoveSoundToActor
  Vehicle/Weapon/Stabilizers      
487 AE_Vehicle_Stabilizing Audio.Event.Vehicle.Stabilizing 4 TriggerStabilizingState -> VehicleHorn/Persp -> AttachToActor -> …
488 AE_Vehicle_Stabilizing_Complete Audio.Event.Vehicle.Stabilizing.Complete 4 TriggerStabilizingState -> VehicleHorn/Persp -> AttachToActor -> …
489 AE_Vehicle_Stabilizing_Fail Audio.Event.Vehicle.Stabilizing.Fail 4 VehicleHorn/Persp -> AttachToActor -> TriggerParam(str:Trigger) -> …
490 AE_Vehicle_Stabilizing_Stop Audio.Event.Vehicle.Stabilizing.Stop 1 TriggerParam(str:Stop)
  Vendor      
491 AE_Vendor_Greeting_Bye_Base Audio.Event.Vendor.Greeting.Bye.Base 2 AttachToActor -> PlaySound(MSS_Vendor_Greeting_Bye_Base_Preset)
492 AE_Vendor_Greeting_Bye_FTUE Audio.Event.Vendor.Greeting.Bye.FTUE 2 AttachToActor -> PlaySound(MSS_Vendor_Greeting_Bye_FTUE_Preset)
493 AE_Vendor_Greeting_Bye_NoPurchase Audio.Event.Vendor.Greeting.Bye.NoPurchase 2 AttachToActor -> PlaySound(MSS_Vendor_Greeting_Bye_NoPurchase_Preset)
494 AE_Vendor_Greeting_Bye_ShootingRange Audio.Event.Vendor.Greeting.Bye.ShootingRange 2 AttachToActor -> PlaySound(MSS_Vendor_Greeting_Bye_ShootingRange_Preset)
495 AE_Vendor_Greeting_Hello_Base Audio.Event.Vendor.Greeting.Hello.Base 2 AttachToActor -> PlaySound(MSS_Vendor_Greeting_Hello_Base_Preset)
496 AE_Vendor_Greeting_Hello_FTUE Audio.Event.Vendor.Greeting.Hello.FTUE 2 AttachToActor -> PlaySound(MSS_Vendor_Greeting_Hello_FTUE_Preset)
497 AE_Vendor_Greeting_Hello_ShootingRange Audio.Event.Vendor.Greeting.Hello.ShootingRange 2 AttachToActor -> PlaySound(MSS_Vendor_Greeting_Hello_ShootingRange_Preset)
  Weapon      
498 AE_Weapon_Focus_End Audio.Event.Weapon.Focus.End 6 DeactivateCBM(AM_CBM_Focus) -> FocusRemaining -> RemoveCosmeticExertionSource -> …
499 AE_Weapon_Focus_Start Audio.Event.Weapon.Focus.Start 7 ActivateCBM(AM_CBM_Focus) -> FocusFOVMultiplier -> FocusRemaining -> …
  Weapon/Attachment      
500 AE_Weapon_Attachment_Bipod_Dismount Audio.Event.Weapon.Attachment.Bipod.Dismount 2 AttachToHeldItem -> PerspSound(MSS_Weapon_Attachment_Bipod_Dismount_1p, MSS_Weapon_Attachment_Bipod_Dismount_3p)
501 AE_Weapon_Attachment_Bipod_Fold Audio.Event.Weapon.Attachment.Bipod.Fold 2 AttachToHeldItem -> PlayWeaponAttachmentSound(tag:Audio.Asset.Weapon.Attachment.Bipod.Fold.1p, Audio.Asset.Weapon.Attachment.Bipod.Fold.3p)
502 AE_Weapon_Attachment_Bipod_Fold_BMR Audio.Event.Weapon.Attachment.Bipod.Fold.BMR 2 AttachToHeldItem -> PerspSound(MSS_Weapon_Attachment_GripPod_Fold_1p, MSS_Weapon_Attachment_GripPod_Fold_3p_Preset)
503 AE_Weapon_Attachment_Bipod_Mount Audio.Event.Weapon.Attachment.Bipod.Mount 2 AttachToHeldItem -> PerspSound(MSS_Weapon_Attachment_Bipod_Mount_1p, MSS_Weapon_Attachment_Bipod_Mount_3p)
504 AE_Weapon_Attachment_Bipod_Unfold Audio.Event.Weapon.Attachment.Bipod.Unfold 2 AttachToHeldItem -> PlayWeaponAttachmentSound(tag:Audio.Asset.Weapon.Attachment.Bipod.Unfold.1p, Audio.Asset.Weapon.Attachment.Bipod.Unfold.3p)
505 AE_Weapon_Attachment_Bipod_Unfold_BMR Audio.Event.Weapon.Attachment.Bipod.Unfold.BMR 2 AttachToHeldItem -> PerspSound(MSS_Weapon_Attachment_GripPod_Unfold_1p, MSS_Weapon_Attachment_GripPod_Unfold_3p_Preset)
  Weapon/Firing      
506 AE_Weapon_BackBlast Audio.Event.Weapon.BackBlast 2 AttachSoundToWeaponComponent(str:S_backblast) -> PerspSound(MSS_Weapon_Shared_BackBlast)
507 AE_Weapon_CycleFireMode Audio.Event.Weapon.CycleFireMode 3 AttachToHeldItem -> ExecuteFireModeTrigger -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Firemode.1p, Audio.Asset.Weapon.Firemode.3p)
508 AE_Weapon_DecreaseZeroing Audio.Event.Weapon.DecreaseZeroing 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Zeroing.1p, Audio.Asset.Weapon.Zeroing.3p) -> TriggerParam(str:DecreaseZeroing.Trigger)
509 AE_Weapon_Fire_BulletCasing Audio.Event.Weapon.Projectile.BulletCasing 1 PlayBulletCasing(DA_BulletCasings_Medium, DA_BulletCasings_Shotgun)
510 AE_Weapon_Fire_DryFire Audio.Event.Weapon.Fire.DryFire 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Item.DryFire.1p, Audio.Asset.Item.DryFire.3p) -> TriggerParam(str:StopFire)
511 AE_Weapon_Fire_Start_Auto Audio.Event.Weapon.Fire.Start.Auto 8 AttachToHeldItem(str:S_Muzzle) -> EnemyAccuracyScaling -> SetHeldWeaponStartFireParameters -> …
512 AE_Weapon_Fire_Start_Auto_Suppressed Audio.Event.Weapon.Fire.Start.Auto.Suppressed 8 AttachToHeldItem(str:S_Muzzle) -> EnemyAccuracyScaling -> SetHeldWeaponStartFireParameters -> …
513 AE_Weapon_Fire_Start_Burst Audio.Event.Weapon.Fire.Start.Burst 8 AttachToHeldItem(str:S_Muzzle) -> EnemyAccuracyScaling -> SetHeldWeaponStartFireParameters -> …
514 AE_Weapon_Fire_Start_Burst_Suppressed Audio.Event.Weapon.Fire.Start.Burst.Suppressed 8 AttachToHeldItem(str:S_Muzzle) -> EnemyAccuracyScaling -> SetHeldWeaponStartFireParameters -> …
515 AE_Weapon_Fire_Start_Semi Audio.Event.Weapon.Fire.Start.Semi 11 AttachToHeldItem(str:S_Muzzle) -> CombatBow_GetVelocity -> EnemyAccuracyScaling -> …
516 AE_Weapon_Fire_Start_Semi_Suppressed Audio.Event.Weapon.Fire.Start.Semi.Suppressed 9 AttachToHeldItem(str:S_Muzzle) -> EnemyAccuracyScaling -> SetHeldWeaponStartFireParameters -> …
517 AE_Weapon_Fire_Stop Audio.Event.Weapon.Fire.Stop 4 EndBehavior -> EndBehavior -> SetBool(str:IsFiring) -> …
518 AE_Weapon_IncreaseZeroing Audio.Event.Weapon.IncreaseZeroing 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Zeroing.1p, Audio.Asset.Weapon.Zeroing.3p) -> TriggerParam(str:IncreaseZeroing.Trigger)
519 AE_Weapon_PreFire_Start Audio.Event.Weapon.PreFire.Start 2 HeldItemPerspSound(tag:Audio.Asset.Weapon.PreFire.1p, Audio.Asset.Weapon.PreFire.3p) -> TriggerParam(str:StartPreFire)
520 AE_Weapon_PreFire_Stop Audio.Event.Weapon.PreFire.Stop 1 TriggerParamOrStop(str:StopPreFire)
521 AE_Weapon_Rechamber Audio.Event.Weapon.Rechamber 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Rechamber.1p, Audio.Asset.Weapon.Rechamber.3p)
522 AE_Weapon_Rechamber_ExplosiveArrow Audio.Event.Weapon.Rechamber.Arrow.Explosive 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Rechamber.Arrow.Explosive.1p, Audio.Asset.Weapon.Rechamber.Arrow.Explosive.3p)
  Weapon/Foley      
523 AE_EquipFlair Audio.Event.Weapon.EquipFlair 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.EquipFlair.1p, Audio.Asset.Weapon.EquipFlair.3p)
524 AE_Item_Equip Audio.Event.Item.Equip 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Item.Equip.1p, Audio.Asset.Item.Equip.3p)
525 AE_Item_Equip_FuelCan Audio.Event.Item.Equip.FuelCan 3 AttachToHeldItem -> FuelCannister -> HeldItemPerspSound(tag:Audio.Asset.Item.Equip.1p, Audio.Asset.Item.Equip.3p)
526 AE_Item_Holster Audio.Event.Item.Holster 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Item.Holster.1p, Audio.Asset.Item.Holster.3p)
527 AE_Item_Holster_FuelCan Audio.Event.Item.Holster.FuelCan 3 AttachToHeldItem -> FuelCannister -> HeldItemPerspSound(tag:Audio.Asset.Item.Holster.1p, Audio.Asset.Item.Holster.3p)
528 AE_Item_Inspect_FuelCan Audio.Event.Item.Inspect.FuelCan 3 AttachToHeldItem -> FuelCannister -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Inspect.1p, Audio.Asset.Weapon.Inspect.3p)
529 AE_Item_Inspect_Stop Audio.Event.Item.Inspect.Stop 1 StopSound
530 AE_Weapon_ADSIn Audio.Event.Weapon.ADSIn 3 ActivateCBM(AM_CBM_ADS) -> AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ADSIn.1p, Audio.Asset.Weapon.ADSIn.3p)
531 AE_Weapon_ADSOut Audio.Event.Weapon.ADSOut 4 AttachToHeldItem -> DeactivateCBM(AM_CBM_ADS) -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ADSOut.1p, Audio.Asset.Weapon.ADSOut.3p) -> …
532 AE_Weapon_Drop Audio.Event.Weapon.Drop 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Drop.1p, Audio.Asset.Weapon.Drop.3p)
533 AE_Weapon_Inspect Audio.Event.Weapon.Inspect 2 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Inspect.1p, Audio.Asset.Weapon.Inspect.3p)
534 AE_Weapon_MeleeSwing Audio.Event.Weapon.MeleeSwing 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Melee.1p, Audio.Asset.Weapon.Melee.3p) -> RequestVox(tag:Audio.Vox.Exertion.MeleeSwing)
535 AE_Weapon_MeleeSwing_Heavy Audio.Event.Weapon.MeleeSwing.Heavy 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.Melee.1p, Audio.Asset.Weapon.Melee.3p) -> RequestVox(tag:Audio.Vox.Exertion.MeleeSwing.Heavy)
536 AE_Weapon_Reload_Cancelled Audio.Event.Weapon.Reload.Cancelled 1 CancelReloadSound
537 AE_Weapon_Zoom_In Audio.Event.Weapon.Zoom.In 1 PlaySound(MSS_Weapon_Zooming_Master)
538 AE_Weapon_Zoom_Out Audio.Event.Weapon.Zoom.Out 1 PlaySound(MSS_Weapon_Zooming_Master)
  Weapon/Foley/ReloadEmpty      
539 AE_ReloadEmpty_Stage1 Audio.Event.Weapon.ReloadEmpty.Stage1 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage1)
540 AE_ReloadEmpty_Stage2 Audio.Event.Weapon.ReloadEmpty.Stage2 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage2)
541 AE_ReloadEmpty_Stage3 Audio.Event.Weapon.ReloadEmpty.Stage3 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage3)
542 AE_ReloadEmpty_Stage4 Audio.Event.Weapon.ReloadEmpty.Stage4 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage4)
543 AE_ReloadEmpty_Stage5 Audio.Event.Weapon.ReloadEmpty.Stage5 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage5)
544 AE_ReloadEmpty_Stage6 Audio.Event.Weapon.ReloadEmpty.Stage6 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage6)
545 AE_ReloadEmpty_Stage7 Audio.Event.Weapon.ReloadEmpty.Stage7 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage7)
546 AE_ReloadEmpty_Stage8 Audio.Event.Weapon.ReloadEmpty.Stage8 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.1p, Audio.Asset.Weapon.ReloadEmpty.3p) -> TriggerParam(str:Stage8)
  Weapon/Foley/ReloadEmpty_Drop      
547 AE_MagRetention Audio.Event.Weapon.Reload.MagRetention 1 PlaySound(MSS_Weapon_Shared_MagRetention)
548 AE_ReloadEmpty_Drop_Stage1 Audio.Event.Weapon.ReloadEmpty.Drop.Stage1 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage1)
549 AE_ReloadEmpty_Drop_Stage2 Audio.Event.Weapon.ReloadEmpty.Drop.Stage2 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage2)
550 AE_ReloadEmpty_Drop_Stage3 Audio.Event.Weapon.ReloadEmpty.Drop.Stage3 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage3)
551 AE_ReloadEmpty_Drop_Stage4 Audio.Event.Weapon.ReloadEmpty.Drop.Stage4 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage4)
552 AE_ReloadEmpty_Drop_Stage5 Audio.Event.Weapon.ReloadEmpty.Drop.Stage5 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage5)
553 AE_ReloadEmpty_Drop_Stage6 Audio.Event.Weapon.ReloadEmpty.Drop.Stage6 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage6)
554 AE_ReloadEmpty_Drop_Stage7 Audio.Event.Weapon.ReloadEmpty.Drop.Stage7 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage7)
555 AE_ReloadEmpty_Drop_Stage8 Audio.Event.Weapon.ReloadEmpty.Drop.Stage8 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drop.1p, Audio.Asset.Weapon.ReloadEmpty.Drop.3p) -> TriggerParam(str:Stage8)
  Weapon/Foley/ReloadEmpty_Drum      
556 AE_ReloadEmpty_Drum_Stage1 Audio.Event.Weapon.ReloadEmpty.Drum.Stage1 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage1)
557 AE_ReloadEmpty_Drum_Stage2 Audio.Event.Weapon.ReloadEmpty.Drum.Stage2 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage2)
558 AE_ReloadEmpty_Drum_Stage3 Audio.Event.Weapon.ReloadEmpty.Drum.Stage3 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage3)
559 AE_ReloadEmpty_Drum_Stage4 Audio.Event.Weapon.ReloadEmpty.Drum.Stage4 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage4)
560 AE_ReloadEmpty_Drum_Stage5 Audio.Event.Weapon.ReloadEmpty.Drum.Stage5 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage5)
561 AE_ReloadEmpty_Drum_Stage6 Audio.Event.Weapon.ReloadEmpty.Drum.Stage6 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage6)
562 AE_ReloadEmpty_Drum_Stage7 Audio.Event.Weapon.ReloadEmpty.Drum.Stage7 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage7)
563 AE_ReloadEmpty_Drum_Stage8 Audio.Event.Weapon.ReloadEmpty.Drum.Stage8 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadEmpty.Drum.1p, Audio.Asset.Weapon.ReloadEmpty.Drum.3p) -> TriggerParam(str:Stage8)
  Weapon/Foley/ReloadTactical      
564 AE_ReloadTactical_Stage1 Audio.Event.Weapon.ReloadTactical.Stage1 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage1)
565 AE_ReloadTactical_Stage2 Audio.Event.Weapon.ReloadTactical.Stage2 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage2)
566 AE_ReloadTactical_Stage3 Audio.Event.Weapon.ReloadTactical.Stage3 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage3)
567 AE_ReloadTactical_Stage4 Audio.Event.Weapon.ReloadTactical.Stage4 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage4)
568 AE_ReloadTactical_Stage5 Audio.Event.Weapon.ReloadTactical.Stage5 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage5)
569 AE_ReloadTactical_Stage6 Audio.Event.Weapon.ReloadTactical.Stage6 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage6)
570 AE_ReloadTactical_Stage7 Audio.Event.Weapon.ReloadTactical.Stage7 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage7)
571 AE_ReloadTactical_Stage8 Audio.Event.Weapon.ReloadTactical.Stage8 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.1p, Audio.Asset.Weapon.ReloadTactical.3p) -> TriggerParam(str:Stage8)
  Weapon/Foley/ReloadTactical_Drop      
572 AE_ReloadTactical_Drop_Stage1 Audio.Event.Weapon.ReloadTactical.Drop.Stage1 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage1)
573 AE_ReloadTactical_Drop_Stage2 Audio.Event.Weapon.ReloadTactical.Drop.Stage2 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage2)
574 AE_ReloadTactical_Drop_Stage3 Audio.Event.Weapon.ReloadTactical.Drop.Stage3 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage3)
575 AE_ReloadTactical_Drop_Stage4 Audio.Event.Weapon.ReloadTactical.Drop.Stage4 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage4)
576 AE_ReloadTactical_Drop_Stage5 Audio.Event.Weapon.ReloadTactical.Drop.Stage5 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage5)
577 AE_ReloadTactical_Drop_Stage6 Audio.Event.Weapon.ReloadTactical.Drop.Stage6 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage6)
578 AE_ReloadTactical_Drop_Stage7 Audio.Event.Weapon.ReloadTactical.Drop.Stage7 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage7)
579 AE_ReloadTactical_Drop_Stage8 Audio.Event.Weapon.ReloadTactical.Drop.Stage8 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drop.1p, Audio.Asset.Weapon.ReloadTactical.Drop.3p) -> TriggerParam(str:Stage8)
  Weapon/Foley/ReloadTactical_Drum      
580 AE_ReloadTactical_Drum_Stage1 Audio.Event.Weapon.ReloadTactical.Drum.Stage1 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage1)
581 AE_ReloadTactical_Drum_Stage2 Audio.Event.Weapon.ReloadTactical.Drum.Stage2 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage2)
582 AE_ReloadTactical_Drum_Stage3 Audio.Event.Weapon.ReloadTactical.Drum.Stage3 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage3)
583 AE_ReloadTactical_Drum_Stage4 Audio.Event.Weapon.ReloadTactical.Drum.Stage4 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage4)
584 AE_ReloadTactical_Drum_Stage5 Audio.Event.Weapon.ReloadTactical.Drum.Stage5 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage5)
585 AE_ReloadTactical_Drum_Stage6 Audio.Event.Weapon.ReloadTactical.Drum.Stage6 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage6)
586 AE_ReloadTactical_Drum_Stage7 Audio.Event.Weapon.ReloadTactical.Drum.Stage7 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage7)
587 AE_ReloadTactical_Drum_Stage8 Audio.Event.Weapon.ReloadTactical.Drum.Stage8 3 AttachToHeldItem -> HeldItemPerspSound(tag:Audio.Asset.Weapon.ReloadTactical.Drum.1p, Audio.Asset.Weapon.ReloadTactical.Drum.3p) -> TriggerParam(str:Stage8)
  Weapon/Projectile      
588 AE_Weapon_Projectile_Impact Audio.Event.Weapon.Projectile.Impact 1 PlayProjectileImpactSound(SBMIX_Reverb)
589 AE_Weapon_Projectile_Impact_Explosive Audio.Event.Weapon.Projectile.Impact.Explosive 6 PlayProjectileExplosionImpactSound(DA_Impact_Drone_Explosion_Audio, DA_Weapon_Projectile_40mm_Audio, DA_Weapon_Projectile_72mm_Audio, DA_Weapon_P) -> PlayVehicleSound(tag
590 AE_Weapon_Projectile_PenetrationEnter Audio.Event.Weapon.Projectile.PenetrationEnter 1 PlayProjectileImpactSound
591 AE_Weapon_Projectile_Ricochet Audio.Event.Weapon.Projectile.Ricochet 1 PlayProjectileImpactSound
592 AE_Weapon_Projectile_WhizBy Audio.Event.Weapon.Projectile.WhizBy 1 PlayProjectileWhizBy(MSS_Player_Whizby_Medium, MSS_Player_Whizby_Large, MSS_Player_Whizby_Shotgun, MSS_Player_Whizby_Arrow, MSS_Pla)
  Weapon/Projectile/Projectile_Travel      
593 AE_Weapon_Projectile_Rocket_Travel_120mm Audio.Event.Projectile.Rocket.Travel.120mm 3 HandleProjectileSimulation -> HandleRocketWhizby(MSS_Weapon_Projectile_Flight_120mm_Preset) -> AttachToActor
594 AE_Weapon_Projectile_Rocket_Travel_122mm Audio.Event.Projectile.Rocket.Travel.122mm 3 HandleProjectileSimulation -> HandleRocketWhizby(MSS_Weapon_Projectile_Flight_122mm_Preset) -> AttachToActor
595 AE_Weapon_Projectile_Rocket_Travel_155mm Audio.Event.Projectile.Rocket.Travel.155mm 4 HandleProjectileSimulation -> HandleRocketIncoming(MSS_Weapon_Projectile_155mm_Incoming_Preset) -> HandleRocketWhizby(MSS_Weapon_Projectile_Flight_155mm) -> …
596 AE_Weapon_Projectile_Rocket_Travel_40mm Audio.Event.Projectile.Rocket.Travel.40mm 3 HandleProjectileSimulation -> HandleRocketWhizby(MSS_Weapon_Projectile_Flight_40mm_Preset) -> AttachToActor
597 AE_Weapon_Projectile_Rocket_Travel_72mm Audio.Event.Projectile.Rocket.Travel.72mm 4 Doppler -> KillSoundOnProjectileImpact -> AttachToActor -> …
598 AE_Weapon_Projectile_Rocket_Travel_84mm Audio.Event.Projectile.Rocket.Travel.84mm 3 HandleProjectileSimulation -> HandleRocketWhizby(MSS_Weapon_Projectile_Flight_84mm_Preset) -> AttachToActor
599 AE_Weapon_Projectile_Rocket_Travel_93mm Audio.Event.Projectile.Rocket.Travel.93mm 3 HandleProjectileSimulation -> HandleRocketWhizby(MSS_Weapon_Projectile_Flight_93mm_Preset) -> AttachToActor
600 AE_Weapon_Projectile_Rocket_Travel_Homing Audio.Event.Projectile.Rocket.Travel.Homing 2 HandleProjectileSimulation -> HandleRocketWhizby(MSS_Weapon_Projectile_Flight_72mm_v2)
601 AE_Weapon_Projectile_Rocket_Travel_Mortar Audio.Event.Projectile.Rocket.Travel.Mortar 3 HandleProjectileSimulation -> HandleRocketIncoming(MSS_Weapon_Projectile_Mortar_Incoming_Preset) -> AttachToActor
602 AE_Weapon_Projectile_Rocket_Travel_TGM_CBMActivate Audio.Event.Projectile.Rocket.Travel.TGM.CBMActivate 1 HandleLocalCBM(AM_CBM_TGMFlight1p)
603 AE_Weapon_Projectile_Rocket_Travel_TGM_CBMDeactivate Audio.Event.Projectile.Rocket.Travel.TGM.CBMDeactivate 1 HandleLocalCBM(AM_CBM_TGMFlight1p)
  Weapon/Targeting      
604 AE_Weapon_Targeting_IsFullLockedOnTo Audio.Event.Weapon.Targeting.IsFullLockedOnTo 2 TriggerParam(str:Full Locked Start) -> PlaySound(MSS_Weapon_Targeting_LockOn_1p)
605 AE_Weapon_Targeting_IsLockedOnTo Audio.Event.Weapon.Targeting.IsLockedOnTo 3 AttachToHeldItem -> TriggerParam(str:LockOn Start) -> PlaySound(MSS_Weapon_Targeting_LockOn_1p)
606 AE_Weapon_Targeting_IsLockedOnTo_Stop Audio.Event.Weapon.Targeting.IsLockedOnTo.Stop 2 TriggerParam(str:Stop Sound) -> StopSound
  Weapon/Throwable      
607 AE_Throwable_Overhand Audio.Event.Weapon.Throwable.Overhand 3 HeldItemPerspSound(tag:Audio.Asset.Item.Throw.OverHand.1p, Audio.Asset.Item.Throw.OverHand.3p) -> RequestVox(tag:Audio.Vox.Exertion.ThrowingGrenade.OverHand) -> AttachToA
608 AE_Throwable_Underhand Audio.Event.Weapon.Throwable.Underhand 2 HeldItemPerspSound(tag:Audio.Asset.Item.Throw.UnderHand.1p, Audio.Asset.Item.Throw.UnderHand.3p) -> AttachToActor
  Weapon/Throwable/Flashbang      
609 AE_Weapon_Flashbang_Explosion Audio.Event.Weapon.Throwable.Flashbang.Explosion 4 AttachToActor -> PlaySound -> XSetExecutionContextAbandonmentSettings -> …
610 AE_Weapon_Flashbang_Impact Audio.Event.Weapon.Throwable.Flashbang.Impact 2 AttachToActor -> PlaySound(MSS_Weapon_Throwable_Flashbang_Impact)
611 AE_Weapon_Flashbang_PinPull Audio.Event.Weapon.Throwable.Flashbang.PinPull 2 HeldItemPerspSound(tag:Audio.Asset.Item.PinPull.1p, Audio.Asset.Item.PinPull.3p) -> AttachToActor
  Weapon/Throwable/Grenade      
612 AE_Weapon_Grenade_Explosion Audio.Event.Weapon.Throwable.Grenade.Explosion 4 AttachToActor -> PlaySound(MSS_Weapon_Throwable_Grenade_Explosion_Preset) -> XSetExecutionContextAbandonmentSettings -> …
613 AE_Weapon_Grenade_Impact Audio.Event.Weapon.Throwable.Grenade.Impact 2 PlayThrowableImpactSound(MSS_Weapon_Throwable_Grenade_Impact) -> AttachToActor
614 AE_Weapon_Grenade_PinPull Audio.Event.Weapon.Throwable.Grenade.PinPull 2 HeldItemPerspSound(tag:Audio.Asset.Item.PinPull.1p, Audio.Asset.Item.PinPull.3p) -> AttachToActor
615 AE_Weapon_Grenade_Primed Audio.Event.Weapon.Throwable.Grenade.Primed 2 HeldItemPerspSound(tag:Audio.Asset.Item.Prime.1p, Audio.Asset.Item.Prime.3p) -> AttachToActor
  World      
616 AE_World_AudioGym_Enter Audio.Event.World.AudioGym.Enter 3 ActivateCBM(AM_CBM_Main) -> CacheMetasoundOperators(/Game/Audio/Player/Movement/Footsteps/MSS/MSS_Footstep_MasterPreset.MSS_Footstep_MasterPreset, /Game/Audio/Wea) -> Dis
617 AE_World_AudioGym_Exit Audio.Event.World.AudioGym.Exit 5 DiscardCachedMetasoundOperators(MSS_Footstep_MasterPreset, MSS_Weapon_Fire_3p_MasterPreset) -> EndBehavior -> DisableMusic(tag:Audio.Music.Death) -> …
618 AE_World_Blackmarket_Enter Audio.Event.World.Blackmarket.Enter 0  
619 AE_World_Blackmarket_Exit Audio.Event.World.Blackmarket.Exit 3 DeactivateCBM(AM_CBM_UIScene_PopUpWindow) -> DeactivateCBM(AM_CBM_UIScene_ContextDrawer) -> DeactivateCBM(AM_CBM_UIScene)
620 AE_World_Europe_Enter Audio.Event.World.Europe.Enter 3 ActivateCBM(AM_CBM_Main) -> CacheMetasoundOperators(/Game/Audio/Player/Movement/Footsteps/MSS/MSS_Footstep_MasterPreset.MSS_Footstep_MasterPreset, /Game/Audio/Wea) -> Dea
621 AE_World_Europe_Exit Audio.Event.World.Europe.Exit 9 DiscardCachedMetasoundOperators(MSS_Footstep_MasterPreset, MSS_Weapon_Fire_3p_MasterPreset) -> EndBehavior -> EndBehavior -> …
622 AE_World_FrontEnd_Enter Audio.Event.World.FrontEnd.Enter 2 ActivateCBM(AM_CBM_Main) -> DeactivateAllControlBusMix
623 AE_World_FrontEnd_Exit Audio.Event.World.FrontEnd.Exit 3 DeactivateCBM(AM_CBM_UIScene_PopUpWindow) -> DeactivateCBM(AM_CBM_UIScene_ContextDrawer) -> DeactivateCBM(AM_CBM_UIScene)
624 AE_World_GymTDM_Enter Audio.Event.World.GymTDM.Enter 2 ActivateCBM(AM_CBM_Main) -> DisableMusic(tag:Audio.Music.FrontEnd.MainMenu)
625 AE_World_GymTDM_Exit Audio.Event.World.GymTDM.Exit 0  
626 AE_World_Kavkazi_Enter Audio.Event.World.Kavkazi.Enter 3 ActivateCBM(AM_CBM_Main) -> CacheMetasoundOperators(/Game/Audio/Player/Movement/Footsteps/MSS/MSS_Footstep_MasterPreset.MSS_Footstep_MasterPreset, /Game/Audio/Wea) -> Dea
627 AE_World_Kavkazi_Exit Audio.Event.World.Kavkazi.Exit 9 DiscardCachedMetasoundOperators(MSS_Footstep_MasterPreset, MSS_Weapon_Fire_3p_MasterPreset, MSS_Player_Whizby_Master, MSS_Player_Movement_Foot) -> EndBehavior -> EndBehav
628 AE_World_NorthAmerica_Enter Audio.Event.World.NorthAmerica.Enter 3 ActivateCBM(AM_CBM_Main) -> CacheMetasoundOperators(/Game/Audio/Player/Movement/Footsteps/MSS/MSS_Footstep_MasterPreset.MSS_Footstep_MasterPreset, /Game/Audio/Wea) -> Dea
629 AE_World_NorthAmerica_Exit Audio.Event.World.NorthAmerica.Exit 9 DiscardCachedMetasoundOperators(MSS_Footstep_MasterPreset, MSS_Weapon_Fire_3p_MasterPreset, MSS_Player_Whizby_Master, MSS_Player_Movement_Foot) -> EndBehavior -> EndBehav
630 AE_World_Russia_Enter Audio.Event.World.Russia.Enter 3 ActivateCBM(AM_CBM_Main) -> CacheMetasoundOperators(/Game/Audio/Player/Movement/Footsteps/MSS/MSS_Footstep_MasterPreset.MSS_Footstep_MasterPreset, /Game/Audio/Wea) -> Dea
631 AE_World_Russia_Exit Audio.Event.World.Russia.Exit 9 DiscardCachedMetasoundOperators(MSS_Footstep_MasterPreset, MSS_Weapon_Fire_3p_MasterPreset, MSS_Player_Whizby_Master, MSS_Player_Movement_Foot) -> EndBehavior -> EndBehav
632 AE_World_ShootingRange_Enter Audio.Event.World.ShootingRange.Enter 3 ActivateCBM(AM_CBM_Main) -> DeactivateCBM(AM_CBM_UIScene_PopUpWindow) -> DisableMusic(tag:Audio.Music.FrontEnd.MainMenu)
633 AE_World_ShootingRange_Exit Audio.Event.World.ShootingRange.Exit 0  
  Added in Season 02 (2026-10-15)      
634 AE_Helmet_Pilot_Active_Start Audio.Event.Player.State.Helmet.Pilot.Active.Start 1 ActivateCBM(Am_CBM_Pilot_Helmet_Active)
635 AE_Helmet_Pilot_Active_Stop Audio.Event.Player.State.Helmet.Pilot.Active.Stop 1 DeactivateCBM(Am_CBM_Pilot_Helmet_Active)
636 AE_Helmet_Pilot_Passive_Start Audio.Event.Player.State.Helmet.Pilot.Passive.Start 1 ActivateCBM(Am_CBM_Pilot_Helmet_Passive)
637 AE_Helmet_Pilot_Passive_Stop Audio.Event.Player.State.Helmet.Pilot.Passive.Stop 1 DeactivateCBM(Am_CBM_Pilot_Helmet_Passive)
638 AE_Helmet_SuperHeavy_Start Audio.Event.Player.State.Helmet.SuperHeavy.Start 1 ActivateCBM(AM_CBM_Helmet_SuperHeavy)
639 AE_Helmet_SuperHeavy_Stop Audio.Event.Player.State.Helmet.SuperHeavy.Stop 1 DeactivateCBM(AM_CBM_Helmet_SuperHeavy)
640 AE_Helmet_Tanker_Active_Start Audio.Event.Player.State.Helmet.Tank.Active.Start 1 ActivateCBM(Am_CBM_Tanker_Helmet_Active)
641 AE_Helmet_Tanker_Active_Stop Audio.Event.Player.State.Helmet.Tank.Active.Stop 1 ActivateCBM(Am_CBM_Tanker_Helmet_Active)
642 AE_Helmet_Tanker_Passive_Start Audio.Event.Player.State.Helmet.Tank.Passive.Start 1 ActivateCBM(Am_CBM_Tanker_Helmet_Passive)
643 AE_Helmet_Tanker_Passive_Stop Audio.Event.Player.State.Helmet.Tank.Passive.Stop 1 DeactivateCBM(Am_CBM_Tanker_Helmet_Passive)
644 AE_Player_Movement_Looting_Start Audio.Event.Player.Looting 3 PlayPerspectiveSound_HostilityAware -> AttachToActor -> TriggerParam(str:Trigger)
645 AE_Player_Movement_Looting_Stop Audio.Event.Player.Looting.Stop 1 TriggerParam(str:Stop)
646 AE_Prop_Soccer_Ball_Bounce_Hard Audio.Event.Prop.Ball.Bounce.Hard 3 SendRawMagnitudeToMSS -> AttachToActor -> PlaySound(MSS_Soccer_Ball_Bounce_Hard)
647 AE_Prop_Soccer_Ball_Bounce_Soft Audio.Event.Prop.Ball.Bounce.Soft 3 SendRawMagnitudeToMSS -> AttachToActor -> PlaySound(MSS_Soccer_Ball_Bounce_Soft)
648 AE_Prop_Soccer_Ball_Hit Audio.Event.Prop.Ball.Hit 3 SendRawMagnitudeToMSS -> AttachToActor -> PlaySound(MSS_Soccer_Ball_Hit)
649 AE_Prop_Soccer_Ball_Reset Audio.Event.Prop.Ball.Reset 2 AttachToActor -> PlaySound(MSS_Soccer_New_Match)
650 AE_Prop_Soccer_Goal Audio.Event.Prop.Ball.Goal 2 PlaySound(MSS_Soccer_Goal) -> WDMoveSoundToGameplayCueLocation
651 AE_UI_InGame_Vendor_Rebuy Audio.Event.UI.Vendor.Rebuy 1 PlaySound(MSS_UI_Vendor_Rebuy)
652 AE_UI_InGame_Vendor_Wager_Action Audio.Event.UI.InGame.Vendor.Wager.Action 1 PlaySound(MSS_UI_InGame_Vendor_Wager_Action)
653 AE_UI_InGame_Vendor_Wager_Bet_Made Audio.Event.UI.InGame.Vendor.Wager.Bet.Made 1 PlaySound(MSS_UI_InGame_Vendor_Wager_Bet_Made)
654 AE_UI_InGame_Vendor_Wager_Close Audio.Event.UI.InGame.Vendor.Wager.Close 2 DeactivateCBM(AM_CBM_UIScene_Vendor) -> PlaySound(MSS_UI_Vendor_Vehicle_Close)
655 AE_UI_InGame_Vendor_Wager_Create_New Audio.Event.UI.InGame.Vendor.Wager.Create.New 1 PlaySound(MSS_UI_InGame_Vendor_Wager_Create_New)
656 AE_UI_InGame_Vendor_Wager_Increment_Down Audio.Event.UI.InGame.Vendor.Wager.Increment.Down 1 PlaySound(MSS_UI_InGame_Vendor_Wager_Increment_Down)
657 AE_UI_InGame_Vendor_Wager_Increment_Up Audio.Event.UI.InGame.Vendor.Wager.Increment.Up 1 PlaySound(MSS_UI_InGame_Vendor_Wager_Increment_Up)
658 AE_UI_InGame_Vendor_Wager_Objective_Added Audio.Event.UI.InGame.Vendor.Wager.Objective.Added 1 PlaySound(MSS_UI_InGame_Vendor_Wager_Objective_Added)
659 AE_UI_InGame_Vendor_Wager_Open Audio.Event.UI.InGame.Vendor.Wager.Open 2 ActivateCBM(AM_CBM_UIScene_Vendor) -> PlaySound(MSS_UI_Vendor_Vehicle_Open)
660 AE_UI_InGame_Seeding_RewardReason_Potato Audio.Event.UI.InGame.ServerSeeding.RewardReason.Potato 1 PlaySound(MSS_UI_InGame_Seeding_Reward)
661 AE_UI_InGame_Seeding_RewardReason_Shooting Audio.Event.UI.InGame.ServerSeeding.RewardReason.Shooting 1 PlaySound(MSS_UI_InGame_Seeding_Reward_Shooting)
662 AE_UI_InGame_Seeding_RewardReason_Soccer Audio.Event.UI.InGame.ServerSeeding.RewardReason.Soccer 1 PlaySound(MSS_UI_InGame_Seeding_Reward)
663 AE_Vehicle_Shared_Wiper_Stroke Audio.Event.Vehicle.Shared.Wiper.Stroke 3 PlaySound(MSS_Vehicle_Shared_Wipers) -> AttachSoundToActor -> SetWiperParameters
664 AE_Vehicle_Shared_Windscreen_Wipers Audio.Event.Vehicle.Shared.Weapon 2 SetAudioParameters -> AttachToActor
665 AE_Vendor_Wager_Greeting_Bye_BigBet Audio.Event.Vendor.Wager.Greeting.Bye.BigBet 2 AttachToActor -> PlaySound(MSS_Vendor_Wager_Greeting_Bye_BigBet_Preset)
666 AE_Vendor_Wager_Greeting_Bye_NoBet Audio.Event.Vendor.Wager.Greeting.Bye.NoBet 2 AttachToActor -> PlaySound(MSS_Vendor_Wager_Greeting_Bye_NoBet_Preset)
667 AE_Vendor_Wager_Greeting_Bye_SmallBet Audio.Event.Vendor.Wager.Greeting.Bye.SmallBet 2 AttachToActor -> PlaySound(MSS_Vendor_Wager_Greeting_Bye_SmallBet_Preset)
668 AE_Vendor_Wager_Greeting_Hello_Base Audio.Event.Vendor.Wager.Greeting.Hello.Base 2 AttachToActor -> PlaySound(MSS_Vendor_Wager_Greeting_Hello_Base_Preset)
669 AE_Vendor_Wager_Result_Fail_Death Audio.Event.Vendor.Wager.Result.Fail.Death 2 PlaySoundDelayed -> PlaySound(MSS_UI_InGame_Vendor_Wager_Failure)
670 AE_Vendor_Wager_Result_Fail_Time Audio.Event.Vendor.Wager.Result.Fail.Time 2 PlaySoundDelayed -> PlaySound(MSS_UI_InGame_Vendor_Wager_Failure)
671 AE_Vendor_Wager_Result_Jackpot Audio.Event.Vendor.Wager.Result.Jackpot 2 PlaySoundDelayed -> PlaySound(MSS_UI_InGame_Vendor_Wager_Jackpot)
672 AE_Vendor_Wager_Result_Win Audio.Event.Vendor.Wager.Result.Success 2 PlaySoundDelayed -> PlaySound(MSS_UI_InGame_Vendor_Wager_Success)
673 AE_Weapon_Vehicle_ADSIn Audio.Event.Vehicle.Shared.Weapon.ADSIn 3 ActivateCBM(AM_CBM_ADS) -> PlayVehicleWeaponPerspectiveSound -> AttachToActor
674 AE_Weapon_Vehicle_ADSOut Audio.Event.Vehicle.Shared.Weapon.ADSOut 4 DeactivateCBM(AM_CBM_ADS) -> PlayVehicleWeaponPerspectiveSound -> AttachToActor -> …
675 AE_Weapon_Projectile_Rocket_Travel_125mm Audio.Event.Projectile.Rocket.Travel.125mm 3 HandleProjectileSimulation -> HandleRocketWhizby -> AttachToActor

Change log

Date Change
2026-10-18 data/ re-exported with the v2 usmap (names only; values unchanged): the unresolved float key is now _aaabhgndclheajnnlnade.
2026-10-18 Round-7 correction: the 222-instance float is the property _aaabhgndclheajnnlnade, not the HandlePlaySound parameter (different token length).