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