Stupid email notifications not working...
Anyway, I'd never seen/used cfgSFX in a description.ext, so that's new to me. How do you play sounds configured there? I wonder how it is different from cfgSounds...
I'm sure that you are on to something regarding it playing a random sound from the list. I know there is a way to configure it like that in the game config. Here's my hunch:
ape1[]={"ape.ogg",db,1,1,20,30,40};
Now what exactly does everything after the soundfile name DO? I would take a stab in the dark, and guess that some of it has to do with the
position the sound comes from (XYZ coordinates relative to the source of the sound), and part of it has to do with the
probability that the sound is played.
I'd guess the last 3 are the XYZ, while one of those 1's is the probability. Since 1=100%, if you just copied and pasted that line, changing only the sound file, then ofp would never get to the next sounds (since it plays the 1st sound 100% of the time).
Just a hunch, but the game config works in a similar fashion, so I wouldn't be surprised.
EDIT
I'd guess that the other 1 is the pitch of the sound, like in cfgSounds. The db part likely works like the same part in cfgSounds as well, letting you adjust the volume of the sample.