they are? - hmmmm, missed that.
its all done with sound descriptions in the description.ext. Basiccally you add the chant (.ogg music file) to the missions folder (in its own folder name 'sound') and then u refer to it in the descrip.ext
// Define sounds in the game.
class CfgSounds
{
// Contains a list of all the .ogg files (without the .ogg extension) which are
// in all of the CfgSounds class instances below.
sounds[] =
{
S02v01, S02v02, S02v03, S02v05, S02v06, S02v07, S02v08, S02v12, S02v13, S02v14,
S02v50
};
// Define a specific sound
// The class name is referenced in the mission.sqm file. (e.g. say ""S02v61"")
class S02v61
{
// Name. Why do some have names and others don't? How is this used?
name = "";
// Sound file to use
// First entry is sound file to use (from sounds directory)
// Second field?
// Third field? Pitch maybe?
sound[] = {"S02v61.ogg", db-10, 1.0};
// Text String to accompany the sound. Found in stringtable.csv file
// What does multiple entries mean?
titles[] =
{
0, $STRM_S02v61
};
};
(taken from the command reference)
then you make the sound appear in game using either the effetc part of the trigger or making a soldier 'say' the sound.