<> This is the event seperator. The text inside the brackets can be anything. But since the text shows up in the property tree it is adviced to give it a meaningfull name like; crank, engine, rumble, gear, squeal, flap, wind, stall or click. The value can be defined multiple times, thus anything which is related may have the same name. This defines the name of the event. This name is used internally and, although it can me defined multiple times, should have a unique value unless you realy know what you're doing. Defining it multiple times could lead to unexpected behaviour. This defined th path to the sound file. The path is relative to the FlightGear root directory but could be specified absolue. Define which property triggers the event, and reffers to a node in the FlightGear property tree. The value is converted to an integer value (anything less than 0.5 is is considered to be 0) and handled if it were a boolean value (0 = false, anything else = true). The triger depends on the value of . This specifies how the event is triggered. There are multiple options: level: events are active if the value is true. this is the default behaviour. inverted: events are active if the value is false. flipflop: events are triggered on state changes. this is only usefull for samples which are played once. This defines how the sample should be played: once: the sample is played once. this is the default. looped: the sample plays continuesly, until the event turns false. / Defines the following subsection. Defins which property supplies the value for the calculation. The value is treatened as a floating point number. lin: lineair handling of the property value. this is the default. ln: convert the property value to a natural logarithmic value before scaling it. log: convert the property value to a true logarithmic value before scaling it. (**) Defines the multiplication factor for the property value. A special condition is when scale is defined as a negative value. In this case the result of || * The initial value for this sound. This value is also used as an offset value for calulating the end result. Minimum allowed value. This is usefull if sounds start to sound funny. Anything lower will be converted to 0. Maximum allowed value. This is usefull if sounds gets to loud. Anything higher will be truncated to this value. Calculations are made the following way: if (scale < 0) value = default - abs(scale) * function(property) else value = default + scale * function(property) where function can be one of {none, log, log10}.