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
.jsonholds one primary export (the asset named after the file) followed by its sub-objects (UObjectexports for behaviours, template-linked blueprint instances). Every export starts with its own--- export: <Kind> / <Name> ---line, so the parser splits on those lines and thenjson.loadseach block. 956 primary exports + 1,626 sub-objects = 2,582 export blocks, 0 parse errors.
Season 02 update (2026-10-15)
- 46 files added. 42 are events, so the event count goes 633 → 675: 10 helmet-state events in a new
Events/Gear/folder, 9 vendor UI events, 8 vendor wager and greeting/result events, 5 soccer-ball events, 3 seeding reward reasons, 2 windscreen-wiper events, 2 looting movement events, 2 weapon foley events and 1 rocket travel event. - Four non-event assets added:
DT_RainSpots(DataTable,Environment/),DA_Player_Looting,DA_Weapon_Projectile_125mm_AudioandDA_BulletCasings_Large(all WDAudioData). The audio file total goes 956 → 1002. - Behaviour references 1,626 → 1,704. Restart behaviour
Always137 → 154 andPlayBoth63 → 65. Audio.Music.SpawnBoardWaitpriority 6 → 62.- Impulse resonance:
DefaultResonanceRange7500 → 3500 onAE_Vehicle_Shared_DestroyandAE_Vehicle_ROT_Destroy. MostIdImpulsePropertiesranges ofAE_Weapon_Projectile_Impact_Explosivedrop from 5000 or 7500 to 3500, and aItem.Caliber.125x570mmentry (3500) is added.AE_Vehicle_ROT_Destroyed_Crashgains an impulse behaviour with range 2500. AE_Player_Death: the death sound changes fromMSS_Player_Death_FromMelee_3ptoMSS_Player_Death_FromBullet_1p, andIs Local Characteris set to true.AE_UX_Cash_Bribe: restart behaviourAlways→PlayBoth.AE_UI_InGame_Vendor_Unlock: vendor bark delay 2.0 → 1.5 s, context tagAudio.Context.Default→Audio.Context.Dial.Equipment.Vendor.AE_Weapon_Fire_BulletCasing: four size entries change fromDA_BulletCasings_MediumtoDA_BulletCasings_Large.AE_Weapon_Projectile_Impact:DamageSize2 → 3, and the attenuation curve changes fromCC_HDR_ATT_SharedImpactstoCC_HDR_ATT_SharedImpacts_30mm.- Comms VOIP events (
AE_Comms_Played,AE_Comms_PlayerStartedSpeaking,AE_Comms_PlayerStoppedSpeaking) gain aWDAudioEventBehaviorHelmetMufflebehaviour. - Six impact DAs (30mm, Large, Medium, Rocket_BluntImpact, Small) gain an
Audio.Asset.Surface.Vehicleentry.
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
ContextTagvalues. 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 spelledSoundRestartBehavior,RestartBehaviourorRestartBehaviordepending on class):Always154,PlayBoth65,PlayBothIfDifferentSound61,IfDifferentSound41.
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)
| Folder | DAs |
|---|---|
AssistanceRequest/DAs | 26 |
Spotting/DA | 62 |
Orders/DAs | 10 |
Social/DAs | 10 |
Squad/DAs | 10 |
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)
- Event fires behaviours. An event lists its behaviours in stored order. Whether they run in sequence or in parallel is not in the dump.
- Tag resolves to asset. A behaviour’s tag (e.g.
Audio.Asset.Player.Footstep.1p) is looked up in a WDAudioData’sSoundAssets. Each entry is a MetaSoundSource or SoundWave.SoundAssetSetsmaps a set tag to member tags, so a set tag probably picks one member at random. - Perspective and hostility choose the variant.
1pis for the player’s own view,3pfor others.AllyandEnemycome from the hostility-aware behaviour. These are inferred from tag names. - Vox.
RequestVox(or the Squad/Damaged variants) carries aLineIDthat 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 fromInterruptibleBehavior. - Music. A music state tag from DT_MusicSystem is enabled or disabled by behaviours. Priority decides which state wins (direction inferred).
- 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 (
.uassetinternals), SoundWave durations, loudness and sample data are not in the JSON. Event durations and loudness cannot be stated. - Behaviour logic. The
AEB_*andWDAudioEventBehavior*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, aUBlueprintFunctionLibrary). 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 flaggedGetSurfaceTypeCharacterIsStoodOn(Character, ..., Fluid_Depth, EWDAudioSurface, EPhysicalSurface, IsFromFoliage, Normal)— resolves surface detection logicDetermineHostilityOfCharacter(Character, ..., Friendly)andDeterminePerspetiveOfCharacter(Character, ..., FirstPerson)— hostility + perspective evaluatorsHandle_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).
- SDK (2026-10-16): audio-event behaviour helpers are in
- 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
WDAudioEventBehaviorApplyImpulseResonanceare 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
_aaabhgndclheajnnlnadeonUCrosstalkAudioEvent(+0x4C) andUCrosstalkAudioEventBehavior(+0xBC); its name is still hashed in this build. It is not theHandlePlaySoundparameter_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).
- SDK (2026-10-16, re-checked 2026-10-18): the float is the native property
- 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.
ConcurrentInstanceLimit0 appears on 34AEB_VehiclePerspective_Cinstances. Both are flagged for review, not corrected. - Empty or null exports.
DA_MicLevelMeterhas no properties. TheREVModelAssetexport 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). |