These attributes handle the behaviours of sounds associated with this entity. ''I'm not sure whether we want to associate unit sounds (ie voiceovers for action events) here, or give appropriate actions a sound-effect tag, or even associate with the animations of the Actor, or what. I guess we need to talk to Ron and see what method he wants for setting up sound. For the moment I'm dumping a couple of ex-booleans from AoM here.'' = Path = ''BRIEF DESCRIPTION ::'' Path to the root of the tree used by this unit to determine its group of sounds. eg '''path="audio/voices/hellenes/soldier"''' = !AnnounceCreate = ''BRIEF DESCRIPTION ::'' Boolean; If ''true'', a notification sounds when the entity is created. '''Not yet implemented.''' = !AnnounceConversion = ''BRIEF DESCRIPTION ::'' Boolean; If ''true'', a notification sounds when an opponent converts this entity. '''Not yet implemented.''' = !AnnounceConversion = ''BRIEF DESCRIPTION ::'' Boolean; If ''true'', a notification sounds when an opponent converts this entity. '''Not yet implemented.''' = !AnnounceDestruction = ''BRIEF DESCRIPTION ::'' Boolean; If ''true'', a notification sounds when an opponent kills this entity. '''Not yet implemented.''' = !AnnounceTransition = ''BRIEF DESCRIPTION ::'' Boolean; If ''true'', a notification sounds when an opponent begins to convert this entity. '''Not yet implemented.''' = !BattleMusic = ''BRIEF DESCRIPTION ::'' Boolean; If ''true'', battle music plays with this entity is attacked. '''Not yet implemented.'''