gun_sound

A weapon class's synthesized sound as data: weight (low boom), crack, tail, mechanism, size, pitch, level, suppressor. 0 keeps the class default.

In scene text

gun_sound { class "…"  weight 1  crack 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 10

FieldTypeUnit / rangeWhat it does
classtext—pistol, revolver, smg, rifle, lmg, shotgun, sniper, launcher or laser.
weightnumber0 … 2Low/mid boom under the crack (heavier: higher).
cracknumber0 … 2The sharp front of the blast.
tailnumber0 … 2Echoes outdoors, the room indoors.
mechnumber0 … 2Slide, bolt and hammer level.
energynumber0 … 2Overall size: longer boom, deeper punch (0.3 to 2).
pitchnumber0 … 2Playback pitch (below 1 is deeper).
gainnumber0 … 2Level.
suppressedtrue / false—Fitted with a suppressor.
enabledtrue / false—Whether this tuning applies.
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