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Build sound library #9

Description

@RedMike

The game engine clearly has a list of in-game sounds built as some sort of general mapping, as there are instructions in the animation format that can trigger sound effects and this allows sounds to play in time with the animations. This is obvious when looking at Railroad Tycoon (original, not Deluxe) PAN files in the original Covert Action game engine, as they do trigger sounds in animations in the normal game files.

It's unlikely that the *SOUND.CA files contain this mapping directly, as there is one file per driver, but looking at that may be worth it.

The EXE file may also contain the sounds mapping but that would be hard to spot (and trying to modify it would lead to #1).

At a minimum, it should be possible to just build some animations that trigger sounds for each valid numeric ID in a row and just map out what the sound is, for the editor to be able to signal what sound triggers when at least.

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