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 chatterEwan-None-Freeplay-Support-10·-28·-38·-73·-89·-90·-91·-99Fiona-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 |
|---|---|
music → cue | Music cues (this page) |
vfx → particle | Particle effects (this page) |
vo → lines | Voice-over lines (this page) |
artillery / bombingrun → ammo | ordnance templates (see the Spawn Reference / Hash Lookup) |
flyby / bombingrun → vehicle | 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.