Of course that node needs to be at a correct position
                         
                                            
                            
                            if it's at 0 0 0 and you're far away from the origin, you probably won't hear the sound
                         
                                            
                                            
                                            
                                            
                            
                            what about the basicenemyleader?
                         
                                            
                            
                            "multiple" not necessarily exactly the number of sounds used
                         
                                            
                            
                            for multiple in number of groups
                         
                                            
                            
                            one sndDictID for normal roman sounds, one for sounds specific to the leader
                         
                                            
                            
                            And of course in the sndDictID you can have multiple sounds
                         
                                            
                                            
                            
                            This is a method of the rocket roman hook that plays a sound
                         
                                            
                            
                            [this+288h] points to a CKSoundDictID
                         
                                            
                                            
                            
                            another method that plays another sound
                         
                                            
                            
                            [CKSoundDictID+4] points to the sound array
                         
                                            
                            
                            it is moved to ecx, then you can see that it adds 0xC0 to the address
                         
                                            
                            
                            so that it points to the 4th sound entry in the array
                         
                                            
                            
                            then that address is given as argument to the CKSoundManager::sndMgPlaySound method
                         
                                            
                            
                            Thats what I just found today when trying to make the rocket roman's behaviour work