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Mission Audio Catalog
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted (other roots: Server/, Common/, Client/). Arma 2 OA 1.64.
The mission ships its own audio outside the vanilla addons: a CfgSounds registry in Sounds/description.ext and a two-track CfgMusic registry in Music/description.ext. This page enumerates every defined class, its volume (the second element of sound[]), and the exact gameplay callsite that fires it via playSound / playMusic / say. The Assets-Config-Localization-And-Parameters-Atlas only counts these (26 sound classes, 2 music tracks) and notes the airRaid bug; it does not enumerate them per-class, so this is the catalog.
Two definition facts up front: the *BuildSound factory jingles are still defined in Sounds/description.ext but every one of their playSound callsites is commented out (Client/Functions/Client_FNC_Special.sqf:149-173, "factory build jingles too intrusive", owner 2026-06-11), so they never play. And two classes are referenced by code but missing from the registry: airRaid (Client/PVFunctions/NukeIncoming.sqf:7) and upgradeStartedSound (Client/Functions/Client_FNC_Special.sqf:136).
The registry opens with sounds[] = {} (Sounds/description.ext:4); each class declares name, sound[]={path, db, pitch} and empty titles[]. The db column below is the literal second element of sound[]. Most callsites use the playSound [name, true] array form (the true = duplicate/3D-positional flag); a few use the bare-string form.
| CfgSounds class | file / db | trigger callsite (path:line) |
|---|---|---|
aaRadarBuildSound |
aaRadarBuildSound-7.ogg / 7 |
Client/Functions/Client_FNC_Special.sqf:173 — COMMENTED OUT (never plays) |
aircraftFactoryBuildSound |
aircraftFactoryBuildSound-7.ogg / 7 |
Client/Functions/Client_FNC_Special.sqf:165 — COMMENTED OUT (never plays) |
barracksBuildSound |
barracksBuildSound-7.ogg / 7 |
Client/Functions/Client_FNC_Special.sqf:149 — opt-in, gated by WFBE_AUDIO_CUES (default false; plays only when opt-in is enabled) |
commandCenterBuildSound |
commandCenterBuildSound-7.ogg / 7 |
Client/Functions/Client_FNC_Special.sqf:157 — COMMENTED OUT (never plays) |
heavyFactoryBuildSound |
heavyFactoryBuildSound-7.ogg / 7 |
Client/Functions/Client_FNC_Special.sqf:161 — COMMENTED OUT (never plays) |
lightFactoryBuildSound |
lightFactoryBuildSound-7.ogg / 7 |
Client/Functions/Client_FNC_Special.sqf:153 — COMMENTED OUT (never plays) |
servicePointBuildSound |
servicePointBuildSound-7.ogg / 7 |
Client/Functions/Client_FNC_Special.sqf:169 — COMMENTED OUT (never plays) |
ARTY_cooldown_over |
ARTY_cooldown_over-8.ogg / 8 |
Client/Functions/Client_RequestFireMission.sqf:88 (arty ready again); Client/Functions/Client_FNC_Special.sqf:242; Client/FSM/updatetownmarkers.sqf:31 (SpecOps supply cooldown expiry) |
ARTY_message_to_friendly_players_v2 |
ARTY_message_to_friendly_players_v2-8.ogg / 8 | selected as _audio_message for American/west @ Client/Functions/Client_RequestFireMission.sqf:55,58, dispatched via WF_sendMessage → Common/Functions/Common_SendMessage.sqf:31
|
ARTY_message_to_friendly_russian_v1 |
ARTY_message_to_friendly_russian_v1-8.ogg / 8 | selected for Russian/east @ Client/Functions/Client_RequestFireMission.sqf:57, played via Common/Functions/Common_SendMessage.sqf:31
|
ARTY_message_to_friendly_takistanish_v1 |
ARTY_message_to_friendly_takistanish_v1-8.ogg / 8 | selected for Takistani/east @ Client/Functions/Client_RequestFireMission.sqf:56, played via Common/Functions/Common_SendMessage.sqf:31
|
attackMode |
attackMode-7.ogg / 7 |
Client/PVFunctions/LocalizeMessage.sqf:12 (AttackModeActivated) and :13 (AttackModeActiveJIP) |
autoViewDistanceToggledOff |
autoViewDistanceToggledOff-1.ogg / 1 |
Common/Functions/Common_AdjustViewDistance.sqf:23; Common/Functions/Common_AutoSendSpawnedUnitsToWaypoint.sqf:14
|
autoViewDistanceToggledOn |
autoViewDistanceToggledOn-1.ogg / 1 |
Common/Functions/Common_AdjustViewDistance.sqf:31; Common/Functions/Common_AutoSendSpawnedUnitsToWaypoint.sqf:18
|
Bipod_ON |
Bipod_ON-10.ogg / 10 |
Common/Functions/Common_Bipod.sqf:54 via player say "Bipod_ON" (note: say, not playSound) |
cashierSound |
cashierSound-7.ogg / 7 |
Client/PVFunctions/LocalizeMessage.sqf:68 (FundsTransfer) playSound ["cashierSound", true]
|
commanderNotification |
commanderNotification-10.ogg / 10 |
Client/FSM/updateclient.sqf:243 (new commander); Client/Module/supplyMission/supplyMissionCompletedMessage.sqf:22 (supply run reward) |
newCommander |
newCommander-10.ogg / 10 |
Client/FSM/updateclient.sqf:244 (fired alongside commanderNotification when player becomes commander) |
ICBM_message_to_enemy_players |
ICBM_message_to_enemy_players-10.ogg / 10 |
Client/Module/Nuke/ICBM_EnemySide_Message.sqf:20 → WF_sendMessage → Common/Functions/Common_SendMessage.sqf:31
|
ICBM_message_to_friendly_players |
ICBM_message_to_friendly_players-10.ogg / 10 |
Client/Module/Nuke/ICBM_friendlySide_Message.sqf:20 → WF_sendMessage → Common/Functions/Common_SendMessage.sqf:31
|
inbound |
inbound-10.ogg / 10 |
Common/Functions/Common_HandleAlarm.sqf:11 (loop, 0.55s); Common/Module/IRS/IRS_PlayWarningSound.sqf:9; Client/PVFunctions/CampCaptured.sqf:50 (repair case) |
inboundMissileGround |
inboundMissileGround-10.ogg / 10 | Common/Module/IRS/IRS_OnIncomingMissile.sqf:37 |
inboundMissileGround_cont |
inboundMissileGround_cont-10.ogg / 10 | Common/Module/IRS/IRS_OnIncomingMissile.sqf:45 |
MissileLaunchBlocked |
MissileLaunchBlocked-2.ogg / 2 |
Common/Functions/Common_HandleShootMissiles.sqf:140 (guided missile fired while terrain-masked) |
radiationSound |
radiationSound-5.ogg / 5 | Client/Module/Nuke/OnEventHandler_player_radiated.sqf:18 |
SidewinderLock |
SidewinderLock-1.ogg / 1 |
Client/Init/Init_Client.sqf:1271 (missile lock authorized, throttled by _lockSoundInterval) |
| Referenced class | callsite (path:line) | status |
|---|---|---|
airRaid |
Client/PVFunctions/NukeIncoming.sqf:7 playSound ["airRaid",true]
|
NO class airRaid in Sounds/description.ext — warning sound silently fails. Also flagged in the Atlas (:95). |
upgradeStartedSound |
Client/Functions/Client_FNC_Special.sqf:136 playSound "upgradeStartedSound"
|
NO class upgradeStartedSound in Sounds/description.ext. The inline comment (:134) describes it as a quiet alias of commanderNotification, but the class was never added — the upgrade-started cue is silent. |
One track is declared (Music/description.ext); tracks[] = {} opens the class (:3). Volume uses the db + N form. Note the class/file mismatch on wf_outro: the class is named for an outro but its file is wf_intro_2_7.ogg.
| CfgMusic track | display name | file / volume (path:line) | played at (path:line) |
|---|---|---|---|
wf_outro |
Warfare Victory OST |
\Music\wf_intro_2_7.ogg, db + 10 (Music/description.ext:4-11) |
Client/Client_EndGame.sqf:16 playMusic _track where _track = "wf_outro" (:15) — the victory/end-of-game music |
cherna_intro |
Cherna Intro OST |
\Music\cherna_intro_1.ogg, db + 1 (Music/description.ext:13-20) |
DEFINED but no playMusic "cherna_intro" callsite found in Client/ Common/ Server/. The only other playMusic (Client/Init/Init_Client.sqf:829) is itself commented out and references the vanilla Track11_Large_Scale_Assault, not this track. |
Only wf_outro is actually played. cherna_intro is registered but never triggered by mission code (likely intended as a startup/intro cue that was disabled). The old end-game track selection at Client/Client_EndGame.sqf:14 (commented out) referenced vanilla Track21_Rise_Of_The_Fallen / EP1_Track15; it was replaced by the custom wf_outro ("changed-MrNiceGuy", :15).
- The ARTY_message_* and ICBM_message_* classes are never named in a literal
playSoundline; they are passed as a_messageSoundNameargument intoWF_sendMessage(bound toCommon\Functions\Common_SendMessage.sqfatCommon/Init/Init_Common.sqf:169), which callsplaySound [_messageSoundName, true](Common/Functions/Common_SendMessage.sqf:31) only for clients whoseplayerSidematches the target side. A second copy of the same dispatcher exists atClient/Functions/Client_onEventHandler_SEND_MESSAGE.sqf:33. -
inboundis the most-reused class: missile-alarm loop, IRS warning loop, and the camp-captured repair cue all share it.
-
Assets-Config-Localization-And-Parameters-Atlas — the umbrella counts for sounds/music/titles and the
airRaidbug entry. -
LocalizeMessage-Chat-Notification-Router-Reference — the message router that fires
cashierSound/attackMode. -
Victory-And-Endgame-Atlas — the end-of-game flow that plays
wf_outro. -
ICBM-Nuke-Client-VFX-And-Radiation-Reference — the nuke client path behind
radiationSoundand the missingairRaid. - Artillery-Firing-Function-Reference — the fire-mission flow that selects the per-faction ARTY message audio.
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- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index