(Note that this is handled in void cEffects::playMonsterSound in sound.cpp, not in uox.h as the outdated comment states// soundflags 0: normal, 5 sounds (attack-started,idle, attack, defence, dying, see uox.h)
// 1: birds .. only one "bird-shape" and zillions of sounds ...
// 2: only 3 sounds -> (attack,defence,dying)
// 3: only 4 sounds -> (attack-started,attack,defnce,dying)
// 4: only 1 sound !!
However, for many creatures, especially ones added in the various UO expansions, the sound-ids do not follow any of these setups.
The order of sound effects for the Samurai Empire creature "Kappa", for instance, is "dying, attack, idle, attack-started, defence" (5 sounds) - while that of an "asian dragon" is "attack, dying, idle, defence" (4 sounds), and an etheral warrior has "attack, attack-started, dying, idle, defence" (5 sounds). Neither of these use any of the predefined setups, and none of them are the same.
We could go on defining a lot of new soundflags, but seeing as there are also creatures with sound effects that are spread out all over the place, it's not really a good solution.
I'm not sure what would be the best way to do this though. Suggestions, anyone?