====== cfgEnvSounds ====== Default ArmA cfgEnvSounds class CfgEnvSounds { class Default // editor - sounds from landscape { name = $STR_CFG_ENVSOUNDS_DEFAULT; sound[]={"$DEFAULT$",0,1}; soundNight[]={"$DEFAULT$",0,1}; }; class Rain // rain { name = $STR_DN_RAIN; sound[]={"\ca\Sounds\Env\hard_rain01",db-25,1}; soundNight[]={"\ca\Sounds\Env\hard_rain02",db-15,1}; }; class Sea // sea { name = $STR_DN_SEA; sound[]={"\ca\Sounds\Env\wave_break_01",db-60,1}; soundNight[]={"\ca\Sounds\Env\wave_break_02",db-65,1}; }; class Meadows // default - no trees, no sea, no hills ... { name = $STR_DN_MEADOWS; sound[]={"\ca\Sounds\Animals\crickets06",db-45,1}; soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1}; }; class MeadowsNight // default - no trees, no sea, no hills ... { name = $STR_DN_MEADOWS; sound[]={"\ca\Sounds\Animals\crickets03",db-45,1}; }; class Trees // trees { name = $STR_DN_TREES; sound[]={"\ca\Sounds\Env\treesbirds",db-65,1}; soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1}; }; class TreesNight // trees { name = $STR_DN_TREES; sound[]={"\ca\Sounds\Animals\crickets03",db-55,1}; }; class Hills // hills > 250m { name = $STR_DN_HILLS; sound[]={"\ca\Sounds\Env\wind_day",db-45,1}; soundNight[]={"\ca\Sounds\Env\wind_night",db-55,1}; }; class Wind { name = $STR_DN_WIND; sound[]={,db-75,1}; }; class Combat // desinger effect { name = $STR_CFG_ENVSOUNDS_COMBAT; sound[]={"\ca\Sounds\Env\battle1",db-45,1}; soundNight[]={"\ca\Sounds\Env\battle2",db-40,1}; }; }; ====== Individual Terrain Sounds ====== If you want to have several terrains which each different cfgEnvSounds, then do it like this: // VTE environment sounds from ArmA VTE final alpha. class CfgPatches { class VTE_Environmental_Sounds { units[] = {}; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "VTE_IaDrang" }; preLoadAddons[] = { "VTE_IaDrang" }; }; }; class cfgWorlds { class CAWorld; class VTE_IaDrang: CAWorld { description = "VTE Ia Drang SOUND FIX ACTIVE!"; class CfgEnvSounds; class EnvSounds: CfgEnvSounds { class Rain { name = "Rain"; sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "rain*(1-night)*(1-forest)"; }; class RainNight { name = "RainNight"; sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "rain*(1-forest)*night"; }; class RainForest { name = "RainForest"; sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "rain*forest"; }; class RainHouses { name = "RainHouses"; sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "rain*houses"; }; class Sea { name = "Sea"; sound[] = {"\pmc\vte_sounds\environment\jungleocean3.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "sea*(1-night)"; }; class SeaNight { name = "SeaNight"; sound[] = {"\pmc\vte_sounds\environment\jungleocean3.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "sea*night"; }; class Meadows { name = "Meadows"; sound[] = {"\pmc\vte_sounds\environment\jungleambience3.wss", 0.8, 1}; volume = "meadow*(1-rain)*(1-night)"; }; class MeadowsNight { name = "Meadows night"; sound[] = {"\pmc\vte_sounds\environment\junglenight3.wss", 0.8, 1}; volume = "meadow*(1-rain)*night"; }; class Trees { name = "Trees"; sound[] = {"\pmc\vte_sounds\environment\jungleambience3.wss", 0.8, 1}; volume = "trees*(1-rain)*(1-night)"; }; class TreesNight { name = "Trees night"; sound[] = {"\pmc\vte_sounds\environment\junglenight3.wss", 0.8, 1}; volume = "trees*(1-rain)*night"; }; class Hills { name = "Hills"; sound[] = {"\pmc\vte_sounds\environment\jungleambience3.wss", 0.8, 1}; volume = "hills*(1-night)"; }; class HillsNight { name = "HillsNight"; sound[] = {"\pmc\vte_sounds\environment\junglenight3.wss", 0.8, 1}; soundNight[] = {"", 0, 1}; volume = "hills*night"; }; class Wind { name = "Wind"; sound[] = {"", 0.000177828, 1}; volume = "(1-hills)*windy*0.5"; }; }; }; }; The key is to use **class EnvSounds: CfgEnvSounds** to apply the sounds into this specific terrain.