Sound, Music & Effects

A reference sheet of the named cues you drop into a mission’s audio-visual moments — music tracks, explosion/particle effects, and voice-over lines. Everything here is a plain string name: pass it as the relevant field, or type it into the web tool’s custom… box.

These pair with the custom contract framework’s support effects (music / vfx / vo) and the raw engine calls the shipped missions use: MrxMusic.PlaySpecialMusic, Airstrike.SpawnDirectedObject, and MrxVoSequence.Start.

On this page: Music cues · Explosions & particles · Voice-over · Audio state · Which field takes which


Music cues

Played with MrxMusic.PlaySpecialMusic("<cue>"), stopped with MrxMusic.StopSpecialMusic(). In the framework this is the music support effect: effect="music", cue="<cue>" (or cue="stop" to return to the normal soundtrack).

Faction mood loops — mu_fac_<faction>_<mood>_01

The bread-and-butter combat/tension music, keyed by faction × mood. Any mission can use any of these.

faction code who
an Allied (used by the Allied missions)
ch China
gr Guerilla
oc OC / Universal Petroleum
pmc PMC (you)
mood feel
explore calm / ambient
threat enemies near, rising tension
kickass full combat
win victory loop
fail defeat
hijack_01 / _02 / _03 vehicle-theft stings

Examples: mu_fac_ch_kickass_01, mu_fac_gr_threat_01, mu_fac_oc_explore_01, mu_fac_pmc_win_01, mu_fac_an_hijack_02.

Ambient world music — mu_nomission_<terrain>_<mood>

Terrain: city / jungle / water  ·  mood: explore / threat_01 / threat_02 / fail. e.g. mu_nomission_jungle_threat_01, mu_nomission_water_explore_01.

PMC / special

mu_pmc_panicloop_01  ·  mu_pmc_006_01  ·  mu_pmc_006_02  ·  mu_maintheme  ·  mu_shell_01

Mission-specific (tied to a shipped mission, but still callable)

mu_mission_meccon001_01 · mu_mission_meccon001_02 · mu_mission_chicon008_01 · mu_mission_chicon009_01 · mu_mission_allcon008_01 · mu_mission_oilcon005_01 · mu_mission_oilcon021_01 · mu_mission_pircon001_01 · mu_mission_pircon002_02 · mu_mission_pircon002_03 · mu_mission_pircon003_02 · mu_mission_pircon004_02 · mu_mission_pmccon013_01 · mu_mission_pmccon031_01.._02 · mu_mission_pmccon032_01.._02 · mu_mission_pmccon033_01.._02 · mu_mission_pmccon034_01.._02 · mu_PmcCon016_01

Source / HQ music (mu_src_*)

The base-game faction-region music system (HQ + op tracks), e.g. mu_src_al_hq_01, mu_src_ch_op_05, mu_src_up_op_02_contact. These are wired through the music-source system rather than PlaySpecialMusic; listed for completeness.

The MrxMusic API

function does
PlaySpecialMusic(cue) play a special-music cue over the normal track
StopSpecialMusic() stop it, return to normal
PlayFanfare(bWin) the win/lose sting (the framework uses this on complete)
EnterContractMusic(sFaction) / EnterFreeplayMusic() switch the whole music context
Reset() reset the music state
BindMusicCue(...) / AddMusicPlaylist(...) / ClearMusicPlaylist() playlist plumbing

Explosions & particle effects

Spawned with Airstrike.SpawnDirectedObject("<particle>", x, y, z, dirX, dirY, dirZ) — the framework’s vfx support effect: effect="vfx", particle="<name>", count=N. Purely cosmetic (no damage). Names ending _infinite or _placeable persist (great for a burning wreck / smoke column); the rest are one-shots.

Airstrike blasts — the biggest bangs

particle note
global_particle_airstrike_moab huge
global_particle_airstrike_tactnuke tactical nuke
global_particle_airstrike_daisycutter  
global_particle_airstrike_fuelairbomb thermobaric
global_particle_airstrike_cruisemissile  
global_particle_airstrike_carpetbomb_LOD0  
global_particle_airstrike_clusterbomb  
global_particle_airstrike_bunkerbuster (+ _flash, _initial)
global_particle_airstrike_smartbomb  
global_particle_airstrike_missile  
global_particle_airstrike_artillery  
global_particle_airstrike_rocket_artillery_LOD0  

Ground shockwaves: global_particle_exp_shockwave_ground_moab · _tactnuke · _bunkerbuster · _lrg · _sml · _tiny Flash: global_particle_explosion_flash_large · global_particle_explosion_flash

Generic explosions

global_particle_explosion · _huge · _large · _medium · _small · _tiny · _huge_oil · _medium_oil · _c4 · _rpg · _rpg_center · _grenade · _shockwave_ring · _shockwave_sphere Also: global_particle_grenadeexplosion · global_particle_gritexplosion · global_particle_explosionhuge / explosionlarge / explosionsmall / explosionverysmall / explosionoiltower Vehicle kills: global_particle_explosion_vehicle_air · _vehicle_ground · _vehicle_weakpoint · _tankhull · _tankhatch · _tankturretflame · _watertower

Fire — persistent (burning wrecks & scenery)

Use an _infinite / _placeable variant so it keeps burning: global_particle_env_firesmokeplume_infinite · global_particle_firelargesmoke_infinite_placeable · global_particle_firemediumsmoke_infinite_placeable · global_particle_firesmall_infinite_placeable · global_particle_industrial_fire_infinite · global_particle_fireblue_infinite Sizes (one-shot + _infinite variants exist for each): global_particle_fire{tiny,small,medium,large} and ...firesmall/medium/large smoke

Smoke columns & signals

global_particle_env_smokeplume_distance_tall · _distance · _infinite · global_particle_smokeblack · _smokeblack_infinite · _smokeblackwide · global_particle_industrial_smoke_infinite Coloured signal smoke: global_particle_flaresmoke · _green · _yellow · _lightblue (each with _infinite)

Dirt / dust / debris

global_particle_dirtexplosion · _large · _small · _fan_large · global_particle_dustexplosion · global_particle_buildingdebrislarge · global_particle_exp_falling_debris_huge / _lrg / _med

Water

global_particle_explosion_water_large · global_particle_splash_huge / _lrg / _med / _sml / _dive · global_particle_waterfall_bottom · global_particle_boatwake / boatroostertail

Full particle set — impacts, muzzle flashes, shell casings, ambient, vehicle FX (click to expand)

Muzzle flashes: global_particle_muzzleflash · _25mm · _AA · _MG · _artillery · _grenadelauncher · _handgun · _jet · _rpg · _shotgun · _tank · _vulcan · _blue

Shell casings: global_particle_shell · _shellAA · _shellAA_large · _shellgrenade · _shellhandgun · _shellmg · _shellmissile · _shellrocket · _shellrpg · _shellsam · _shellshotgun · _shellsmall

Impacts (global_particle_impact_*): blood · brick · concrete · dirt · glass · leaves · metal · stone · water · wood (each with _nodamage / _point variants); bullet variants impact_bullet_{blood,brick,dirt,glass,leaves,metal,stone,water,wood}; slides impact_slide_{brick,dirt,leaves,stone}.

Sparks: global_particle_sparkslarge · _sparksmedium · _exp_sparks_sphere_lrg

Vehicle FX: global_particle_veh_exhaust_car · _veh_exhaust_tank · _veh_smoke_{asphalt,brakes,dust,grass,rock} · global_particle_rotorwash · _rotorwash_water · global_particle_dusttrail · _duststrike

Trees / destruction: global_particle_tree_destruction_leaves_green{,_large,_small}{,_fire} · global_particle_firetreecanopy{tiny,small,medium,dwarf} · global_particle_firetreetrunk{A,B,C,D}

Ambient / flotsam: global_particle_env_godray_placeable · _env_godray2_placeable · _env_mist_light_placeable · _env_bug_swarm_placeable · global_particle_flotsum (+ _ash,_birds,_bugs,_dust,_leaves,_papers,_dandy) · global_particle_teargas

Fountains / water detail: global_particle_fountian_{a,b,drops_a,splash_a,sheet_*} · global_particle_water_spray_pmc · _waterfall_{wall,smoke,bottom_small,bottom_tiny}

Named explosion definitions (Explosion (…))

These are the game’s explosion definitions (with real damage/force) that ordnance detonates as — a different system from the cosmetic particles above. Handy to know what each strike looks like:

Explosion (MOAB) · (Daisy Cutter) · (Fuel Air Bomb) · (Cluster Bomb) · (Cluster Bomblet) · (Carpet bomb) · (Cruise Missile) · (Bombing Run) · (Gunship Shell) · (Rocket Artillery) · (Tank Shell) · (Tank Artillery) · (RPG) · (RPG Frag) · (Grenade) · (Grenade Frag) · (C4 Primary) · (C4 Secondary) · (Bunker Buster Stage 1/2) · (Strategic Missile) · (AT Missile) · (AA Detonation) · (Surgical Strike) · (Smart Bomb) · (Small) · (Tiny) · (Very Small) · (Water Mine) · (AT Mine)

Lights & contrails

Point lights: Light_explosion_{huge,medium,small,tiny} · Light_fire_{huge,large,medium,small,tiny} · Light_airstrike_moab_flash · Light_airstrike_cruisemissile_flash · Light_c4 · Light_grenade · Light_rpg · Light_muzzleflash Contrails / ribbons: global_ribbon_plane_contrail · global_ribbon_artillery (+ _moab, _daisy, _slow) · global_ribbon_RPG · Light_contrail


Voice-over lines

Played with MrxVoSequence.Start({ "<key>", <gapSeconds>, "<key>", ... }) — the framework’s vo effect: effect="vo", lines={ "<key>", "<key>" } (it inserts the gap between lines for you). VO keys are mission-authored strings, so you reuse the game’s existing ones (there is no way to add new audio without WAD work).

Key pattern

<Speaker>-<Context>-<Type>-<Mission><NN> — e.g. Fiona-In-Mission-Contract-Chi01-07, Misha-None-Freeplay-Support-01.

Speakers (by how many lines they have)

Fiona (by far the most — your handler) · Mattias · Jennifer · Chris · OilExec · Parrot · Eva · Ewan · Misha · Blanco · Rubin; generic troops AlliedSoldier · ChinaSoldier · VZSoldier · PirThug · OCMerc.

Most reusable (generic freeplay support chatter — not tied to a story mission)

  • Misha-None-Freeplay-Support-01-20 — support-call chatter
  • Ewan-None-Freeplay-Support-10 · -28 · -38 · -73 · -89 · -90 · -91 · -99
  • Fiona-None-Freeplay-None-01 · -02 · -07 · -08 · -12 · -14 · -15

Any <Speaker>-In-Mission-Contract-<Mission><NN> line also works if you don’t mind mission-specific dialogue.


Audio state (MrxSound)

Not individual sounds — these switch the whole audio mood/mix. Call the matching Begin/End (or Enter/Exit) pair around a moment:

pair effect
BeginSurvivalMode() / EndSurvivalMode() tense “last-stand” mix (great around a survive objective)
EnterCinematicState() / ExitCinematicState() cinematic mix (muffles gameplay audio)
BeginActionHijack() / EndActionHijack() hijack-sequence audio
BeginTransit() / EndTransit() vehicle-transit audio

Which field takes which name

Framework support field Names come from
musiccue Music cues (this page)
vfxparticle Particle effects (this page)
volines Voice-over lines (this page)
artillery / bombingrunammo ordnance templates (see the Spawn Reference / Hash Lookup)
flyby / bombingrunvehicle Support Vehicle (…) aircraft (see Hash Lookup)

Names not listed here can still be used — every field in the web tool has a custom… option, and any string from the Hash Lookup master table is fair game.


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