| !Char Sound Type Enums | Sound ID | Volume | Delay | Reverb Vol | Volume Group | Notes | How To Trigger | |||||||
| BALLSFX_PASS_RECEIVE | SFXBALL_Pass_Receive | 0.500 | 0.000 | 0.500 | 1 | In Game (Ball) - When a pass is received or a shot saved. | ||||||||
| BALLSFX_KICK | SFXBALL_Kick | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - When a normal kick is initiated. | ||||||||
| BALLSFX_KICK_ONETIMER | SFXBALL_Kick_OneTimer | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - When a normal onetimer is initiated. | ||||||||
| BALLSFX_KICK_S2S_CAPT | SFXBALL_StoS_Capt | 1.000 | 0.000 | 0.500 | 1 | In Game (Ball) - When a captain shoot to score shot is initiated. | ||||||||
| BALLSFX_PASS | SFXBALL_Pass | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - When a normal pass is initiated. | ||||||||
| BALLSFX_PASS_VOLLEY | SFXBALL_Pass_Volley | 0.500 | 0.000 | 0.500 | 1 | In Game (Ball) - When a volley pass is initiated. | ||||||||
| BALLSFX_PASS_PERFECT | SFXBALL_Pass_Perfect | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - When a perfect pass is initiated. | ||||||||
| BALLSFX_HEADER | SFXBALL_Header | 0.500 | 0.000 | 0.500 | 1 | In Game (Ball) - When a player heads the ball. | ||||||||
| BALLSFX_CHEST | SFXBALL_Chest | 0.500 | 0.000 | 0.500 | 1 | In Game (Ball) - When a player reaches a pass by chesting it. | ||||||||
| BALLSFX_PASS_VOLLEY_FLY | SFXBALL_Pass_Volley_Fly | 0.800 | 0.000 | 0.500 | 1 | In Game (Ball) - Tied to ball location - While the volley pass (white trail) is up in the air. | ||||||||
| BALLSFX_PASS_PERFECT_FLY | SFXBALL_Pass_Perfect | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - Tied to ball location - While a perfect pass (yellow trail) is in effect. | ||||||||
| BALLSFX_KICK_HARD | SFXBALL_Kick_Hard | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - When a shot from a perfect pass is initiated. | ||||||||
| BALLSFX_KICK_S2S_REG | SFXBALL_StoS_Reg | 0.850 | 0.000 | 0.500 | 1 | In Game (Ball) - When a normal shoot to score shot is initiated. | ||||||||
| BALLSFX_KICK_S2S_FLAME | SFXBALL_Fireball | 0.500 | 0.000 | 0.500 | 1 | In Game (Ball) - Tied to ball location - Plays while a shoot to score shot is in effect (fire trail) | ||||||||
| BALLSFX_STOS_CAPT_FLYBY | SFXBALL_StoS_Capt_FlyBy | 1.000 | 0.000 | 0.500 | 1 | In Game - Plays during the shoot to score (sounds like an airplane) | ||||||||
| STADSFX_BALL_BOUNCE | SFXBALL_Bounce | 1.000 | 0.000 | 0.500 | 1 | Not yet in the game (but will be) | ||||||||
| STADSFX_BALL_HITS_FORCE_FIELD | SFXBALL_Force_Field | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - Ball -> Force Field | ||||||||
| STADSFX_BALL_HITS_NET | SFXBALL_Net | 0.700 | 0.000 | 0.500 | 1 | In Game (Ball) - Ball -> Net | ||||||||
| STADSFX_BALL_HITS_POST | SFXBALL_Post | 0.300 | 0.000 | 0.500 | 1 | In Game (Ball) - Ball -> Post | ||||||||
| STADSFX_BALL_HITS_WALL | SFXBALL_Wall | 0.700 | 0.000 | 0.500 | 1 | Not in the game - this sound was used before there was an electric fence. It might be used again for post hits so we've left it in there. | ||||||||
| STADSFX_GEN_HORN_GOAL | SFXSTAD_GEN_HORN_Goal | 0.500 | 0.000 | 0.500 | 1 | Not in the game - the streamed version of this sound effect is being used instead. | ||||||||
| STADSFX_GEN_ANN_GOAL | SFXSTAD_GEN_ANN_Goal | 0.800 | 0.000 | 0.500 | 1 | In Game - "Gooooooooooooaaaaaaaaaaaaaaaaaal!" | ||||||||
| STADSFX_GEN_HALF_END_WARNING | SFXSTAD_GEN_Half_End_Warning | 0.500 | 0.000 | 0.500 | 1 | Not in the game - the streamed version of this sound effect is being used instead. | ||||||||
| STADSFX_GEN_FIREWORKS | SFXSTAD_GEN_Fireworks_01 | 0.700 | 0.000 | 0.500 | 1 | In Game - Plays once in home captain intro NIS. Also plays twice after a home goal is scored. | ||||||||