After looking all this info up twice now I figured I might as well document it. The wiki page here:
http://www.hard-light.net/wiki/index.php/Hardcoded_sounds doesn't actually show what it used and what isn't. So I extracted the retail table and edited in a second line of comments for each item.
;
; sounds.tbl *
;
; file to specify general game sounds
;
; I M P O R T A N T
; **********************************************************
; * *
; ====> DO NOT MODIFY THE ORDER OF THE LISTED SOUNDS <====*
; * *
; **********************************************************
; I M P O R T A N T
;
; If a sound entry appears in this file, there is a hook into the game to
; play the sound. This file can only be modified to change *existing* sounds.
; Talk to a programmer if you want to add brand new sounds. Adding a line to
; this file will not make your sound appear in the game, it will more than
; likely break something.
;
; If you don't want the sound to play, put none.wav as the sound to play.
;
; The fields for a sound entry are:
; 1) unqiue sound signature
; 2) filename of the sound
; 3) flag to indicate sound should always be pre-loaded before a mission
; 4) the default volume (from 0.0 -> 1.0)
; 5) 0 - not 3d 1 - stereo 3D 2 - Aureal A3D (if available), otherwise use stereo 3D
; 6) distance at which sound starts to attenuate (for 3d sounds only)
; 7) distance at which sound is inaudible (for 3d sounds only)
;
#Game Sounds Start
; Misc sounds section ** = Aureal 3d support | * = FS = 3D support
$Name: 0 trk-loop.wav, 0, 0.40, 0 ; Missle tracking to acquire a lock (looped)
; SND_MISSILE_TRACKING Default for all ships, override available per ship basis using $MissileTrackingSnd:
$Name: 1 lock.wav, 0, 0.40, 0 ; Missle lock (non-looping)
; SND_MISSILE_LOCK Default for all ships, override available per ship basis using $MissileLockedSnd:
$Name: 2 cycle.wav, 0, 0.60, 0 ; cycle primary weapon
; SND_PRIMARY_CYCLE Default for all ships, override available per ship basis using $PrimaryCycleSnd:
$Name: 3 cycle.wav, 0, 0.60, 0 ; cycle secondary weapon
; SND_SECONDARY_CYCLE Default for all ships, override available per ship basis using $SecondaryCycleSnd:
$Name: 4 ship_p.wav, 0, 0.30, 0 ; engine sound (as heard in cockpit)
; SND_ENGINE Default for all ships, override available per ship basis using $CockpitEngineSnd:
$Name: 5 reveal.wav, 0, 0.40, 0 ; cargo revealed
; SND_CARGO_REVEAL Used for all scanning, no override
$Name: 6 breakup.wav, 0, 0.60, 1, 100, 800 ; ship death roll (3d sound)
; SND_DEATH_ROLL used for all ships, no override
$Name: 7 boom_3.wav, 0, 0.90, 2, 600, 1200 ; * ship explosion 1 (3d sound)
; SND_SHIP_EXPLODE_1 Default for all ships, override available per ship basis using $ExplosionSnd:
$Name: 8 beep_2.wav, 0, 0.40, 0 ; target acquried
; SND_TARGET_ACQUIRE Default for all ships, override available per ship basis using $TargetAcquiredSnd:
$Name: 9 switch_1.wav, 0, 0.50, 0 ; energy level change success
; SND_ENERGY_ADJUST does not appear to be used by anything
$Name: 10 beep_5.wav, 0, 0.50, 0 ; energy level change fail
; SND_ENERGY_ADJUST_FAIL does not appear to be used by anything
$Name: 11 switch_2.wav, 0, 0.50, 0 ; energy transfer success
; SND_ENERGY_TRANS used for all ships, no override
$Name: 12 beep_5.wav, 0, 0.50, 0 ; energy transfer faile
; SND_ENERGY_TRANS_FAIL used for all ships, no override
$Name: 13 thr_full.wav, 0, 0.40, 0 ; set full throttle
; SND_FULL_THROTTLE Default for all ships, override available per ship basis using $FullThrottleSnd:
$Name: 14 thr_off.wav, 0, 0.40, 0 ; set zero throttle
; SND_ZERO_THROTTLE Default for all ships, override available per ship basis using $ZeroThrottleSnd:
$Name: 15 thr_up.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (up)
; SND_THROTTLE_UP Default for all ships, override available per ship basis using $ThrottleUpSnd:
$Name: 16 thr_dwn.wav, 0, 0.40, 0 ; set 1/3 or 2/3 throttle (down)
; SND_THROTTLE_DOWN Default for all ships, override available per ship basis using $ThrottleDownSnd:
$Name: 17 approach.wav, 0, 0.60, 1, 10, 800 ; dock approach retros (3d sound)
; SND_DOCK_APROACH does not appear to be used
$Name: 18 attach.wav, 0, 0.60, 1, 10, 800 ; dock attach (3d sound)
; SND_DOCK_ATTACH used for all ships, no override
$Name: 19 detach.wav, 0, 0.60, 1, 10, 800 ; dock detach (3d sound)
; SND_DOCK_DETACH used for all ships, no override
$Name: 20 depart.wav, 0, 0.60, 1, 10, 800 ; dock depart retros (3d sound)
; SND_DOCK_DEPART used for all ships, no override
$Name: 21 aburn_1.wav, 0, 0.70, 0 ; afterburner engage (3d sound)
; SND_ABURN_ENGAGE Default for all ships, override available per ship basis using $AfterburnerEngageSnd:
$Name: 22 aburn_2.wav, 0, 0.90, 0 ; afterburner burn sound (looped)
; SND_ABURN_LOOP Default for all ships, override available per ship basis using $AfterburnerSnd:
$Name: 23 vaporize2.wav, 0, 0.90, 0 ; Destroyed by a beam (vaporized)
; SND_VAPORIZED used for all ships, no override
$Name: 24 aburn_1f.wav, 0, 0.50, 0 ; afterburner fail (no fuel when aburn pressed)
; SND_ABURN_FAIL Default for all ships, override available per ship basis using $AfterburnerFailedSnd:
$Name: 25 alert_2.wav, 0, 0.40, 0 ; heat-seeker launch warning
; SND_HEATLOCK_WARN Default for all ship, override available per ship basis using $HeatSeekerLaunchWarningSnd:
$Name: 26 m_fail.wav, 0, 0.60, 0 ; tried to fire a missle when none are left
; SND_OUT_OF_MISSLES Default for all ship, override available per ship basis using $SecondaryFireFailedSnd:
$Name: 27 l_fail.wav, 0, 0.60, 0 ; tried to fire lasers when not enough energy left
; SND_OUT_OF_WEAPON_ENERGY Default for all ship, override available per ship basis using $PrimaryFireFailedSnd:
$Name: 28 fail.wav, 0, 0.50, 0 ; target fail sound (i.e. press targeting key, but nothing happens)
; SND_TARGET_FAIL Default for all targeting, no override
$Name: 29 beep_1.wav, 0, 0.50, 0 ; squadmate message menu appears
; SND_SQUADMSGING_ON Default, no override
$Name: 30 beep_1.wav, 0, 0.50, 0 ; squadmate message menu disappears
; SND_SQUADMSGING_OFF Default, no override
$Name: 31 debris.wav, 0, 0.40, 2, 100, 300 ; ** debris sound (persistant, looping) (3d sound)
; SND_DEBRIS Default for all debris, no override
$Name: 32 subhit.wav, 0, 0.60, 0 ; subsystem gets destroyed on player ship
; SND_SUBSYS_DIE_1 Default for all ship, no override
$Name: 33 m_load.wav, 0, 0.60, 1, 10, 50 ; missle start load (during rearm/repair) (3d sound)
; SND_MISSILE_START_LOAD Default for all ship, no override
$Name: 34 m_lock.wav, 0, 0.50, 1, 10, 50 ; missle load (during rearm/repair) (3d sound)
; SND_MISSILE_LOAD Default for all ship, no override
$Name: 35 repair.wav, 0, 0.50, 0 ; ship is being repaired (during rearm/repair) (looped)
; SND_SHIP_REPAIR Default for all ship, no override
$Name: 36 l_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by laser fire (3d sound)
; SND_PLAYER_HIT_LASER Default, no override
$Name: 37 m_hit.wav, 0, 0.90, 0, 30, 100 ; * player ship is hit by missile (3d sound)
; SND_PLAYER_HIT_MISSILE Default, no override
$Name: 38 cycle.wav, 0, 0.80, 0 ; countermeasure cycle
; SND_CMEASURE_CYCLE does not appear to be used by anything
$Name: 39 s_hit_4.wav, 0, 0.60, 1, 200, 600 ; * shield hit (3d sound)
; SND_SHIELD_HIT Default, no override
$Name: 40 s_hit_2.wav, 0, 0.80, 1, 10, 100 ; * player shield is hit (3d sound)
; SND_SHIELD_HIT_YOU Default, no override
$Name: 41 select.wav, 0, 0.60, 0 ; mouse click
; SND_GAME_MOUSE_CLICK does not appear to be used by anything
$Name: 42 alert_3.wav, 0, 0.60, 0 ; aspect launch warning
; SND_ASPECTLOCK_WARN Default for all ship, override available per ship basis using $AspectSeekerLaunchWarningSnd:
$Name: 43 beep_4.wav, 0, 0.60, 0 ; shield quadrant transfer successful
; SND_SHIELD_XFER_OK Default, no override
$Name: 44 wash.wav, 0, 0.80, 1, 200, 400 ; Engine wash looping sound
; SND_ENGINE_WASH Default, no override
$Name: 45 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for arriving (3d sound)
; SND_WARP_IN Default, no override
$Name: 46 warp_1.wav, 0, 0.60, 2, 750, 1500 ; ** warp hole opening up for departing (3d sound)
; SND_WARP_OUT Default, no override
$Name: 47 aburn_1f.wav, 0, 0.50, 0 ; player warp has failed
; SND_PLAYER_WARP_FAIL Default, no override
$Name: 48 static.wav, 0, 0.60, 0 ; hud gauge static
; SND_STATIC Default, no override
$Name: 49 boom_1.wav, 0, 0.90, 1, 600, 1200 ; * ship explosion 2 (3d sound)
; SND_SHIP_EXPLODE_2 Default for all ship, no override
$Name: 50 rev1.wav, 0, 0.70, 0 ; ship is warping out in 3rd person
; SND_PLAYER_WARP_OUT Default, no override
$Name: 51 s_hit_0.wav, 0, 0.70, 1, 100, 200 ; * heavy ship-ship collide sound (3d sound)
; SND_SHIP_SHIP_HEAVY Default, no override
$Name: 52 collide.wav, 0, 0.70, 1, 100, 200 ; * light ship-ship collide sound (3d sound)
; SND_SHIP_SHIP_LIGHT Default, no override
$Name: 53 s_hit_1.wav, 0, 0.70, 1, 100, 200 ; * shield ship-ship collide overlay sound (3d sound)
; SND_SHIP_SHIP_SHIELD Default, no override
$Name: 54 alert_1.wav, 0, 0.50, 0 ; missile threat indicator flashes
; SND_THREAT_FLASH Default for all ship, override available per ship basis using $MissileLockWarningSnd:
$Name: 55 proximity1.wav, 0, 0.70, 0 ; proximity warning (heat seeker)
; SND_PROXIMITY_WARNING Default for all ship, override available per ship basis using $HeatSeekerProximityWarningSnd:
$Name: 56 proximity2.wav, 0, 0.70, 0 ; proximity warning (aspect)
; SND_PROXIMITY_ASPECT_WARNING Default for all ship, override available per ship basis using $AspectSeekerProximityWarningSnd:
$Name: 57 directive.wav, 0, 0.70, 0 ; directive complete
; SND_DIRECTIVE_COMPLETE Default, no override
$Name: 58 subhit2.wav, 0, 0.90, 1, 250, 800 ; * other ship subsystem destroyed (3d sound)
; SND_SUBSYS_EXPLODE Default, no override
$Name: 59 atomic.wav, 0, 0.90, 1, 2000, 4000 ; * captial ship explosion (3d sound)
; SND_CAPSHIP_EXPLODE Default, no override
$Name: 60 subhit2.wav, 0, 0.90, 1, 250, 1500 ; * captial ship subsystem destroyed (3d sound)
; SND_CAPSHIP_SUBSYS_EXPLODE Default, no override
$Name: 61 warp2.wav, 0, 1.00, 1, 1500, 2000 ; [obsolete] large ship warps out (looping 3d sound)
; SND_LARGESHIP_WARPOUT does not appear to be used by anything
$Name: 62 ast_lghit.wav, 0, 0.80, 1, 750, 1500 ; ** large asteroid blows up (3d sound)
; SND_ASTEROID_EXPLODE_LARGE Default, no override
$Name: 63 ast_smhit.wav, 0, 0.80, 1, 500, 1000 ; ** small asteroid blows up (3d sound)
; SND_ASTEROID_EXPLODE_SMALL Default, no override
$Name: 64 cue_voice.wav, 0, 0.90, 0 ; sound to indicate voice is about to start
; SND_CUE_VOICE Default, no override
$Name: 65 end_voice.wav, 0, 0.90, 0 ; sound to indicate voice has ended
; SND_END_VOICE Default, no override
$Name: 66 scan.wav, 0, 0.50, 0 ; cargo scanning (looping)
; SND_CARGO_SCAN Default for all ship, override available per ship basis using $CargoScanningSnd:
$Name: 67 l_flyby.wav, 0, 0.80, 1, 50, 250 ; * weapon flyby sound
; SND_WEAPON_FLYBY Default for all weapons, override available per weapon using $FlyBySnd:
$Name: 68 asteroid.wav, 0, 0.50, 1, 200, 700 ; [obsolete] asteroid sound (persistant, looping) (3d sound)
; SND_ASTEROID does not appear to be used by anything
$Name: 69 warp_open.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole opening (3d sound)
; SND_CAPITAL_WARP_IN Default, override only available for sexp version
$Name: 70 warp_close.wav, 0, 1.00, 2, 2000, 4000 ; capital warp hole closing (3d sound)
; SND_CAPITAL_WARP_OUT Default, override only available for sexp version
$Name: 71 rumble.wav, 0, 0.70, 1, 600, 1000 ; LARGE engine ambient
; SND_ENGINE_LOOP_LARGE Default for any egine with name "enginelarge"
$Name: 72 subspace_left.wav, 0, 0.30, 0 ; subspace ambient sound (left channel) (looping)
; SND_SUBSPACE_LEFT_CHANNEL Default, no override
$Name: 73 subspace_right.wav, 0, 0.30, 0 ; subspace ambient sound (right channel) (looping)
; SND_SUBSPACE_RIGHT_CHANNEL Default, no override
$Name: 74 Evaded.wav, 0, 0.70, 0 ; "evaded" HUD popup
; SND_MISSILE_EVADED_POPUP Default for all ship, override available per ship basis using $MissileEvadedSnd:
$Name: 75 rumble.wav, 0, 0.70, 1, 600, 1000 ; HUGE engine ambient
; SND_ENGINE_LOOP_HUGE Default for any engine with name "enginehuge"
;
; Weapons section
;
$Name: 76 L_Sidearm.wav, 0, 0.50, 1, 50, 400 ; SD-4 Sidearm laser fired
; SND_LIGHT_LASER_FIRE no default use, can be assigned to anything
$Name: 77 L_Scalpel.wav, 0, 0.50, 1, 50, 400 ; DR-2 Scalpel fired
; SND_LIGHT_LASER_IMPACT no default use, can be assigned to anything
$Name: 78 L_Flail2.wav, 0, 0.50, 1, 50, 400 ; Flail II fired
; SND_HVY_LASER_FIRE no default use, can be assigned to anything
$Name: 79 L_Prom_R.wav, 0, 0.50, 1, 50, 400 ; Prometheus R laser fired
; SND_HVY_LASER_IMPACT no default use, can be assigned to anything
$Name: 80 L_Prom_S.wav, 0, 0.50, 1, 50, 400 ; Prometheus S laser fired
; SND_MASSDRV_FIRED no default use, can be assigned to anything
$Name: 81 L_Newton.wav, 0, 0.50, 1, 50, 400 ; GTW-66 Newton Cannon fired
; SND_MASSDRV_IMPACT no default use, can be assigned to anything
$Name: 82 L_Kayser.wav, 0, 0.55, 1, 50, 400 ; UD-8 Kayser Laser fired
; SND_FLAIL_FIRED no default use, can be assigned to anything
$Name: 83 L_Circle.wav, 0, 0.50, 1, 50, 400 ; GTW-19 Circe laser fired
; SND_FLAIL_IMPACT no default use, can be assigned to anything
$Name: 84 L_Lich.wav, 0, 0.50, 1, 50, 400 ; GTW-83 Lich laser fired
; SND_NEUTRON_FLUX_FIRED no default use, can be assigned to anything
$Name: 85 hit_1.wav, 0, 0.90, 1, 200, 800 ; Laser impact
; SND_NEUTRON_FLUX_IMPACT no default use, can be assigned to anything
$Name: 86 L_Vasmid.wav, 0, 0.50, 1, 50, 400 ; Subach-HLV Vasudan laser
; SND_DEBUG_LASER_FIRED no default use, can be assigned to anything
$Name: 87 m_wasp.wav, 0, 0.80, 1, 50, 400 ; rockeye missile launch
; SND_ROCKEYE_FIRED no default use, can be assigned to anything
$Name: 88 boom_2.wav, 0, 0.80, 1, 500, 1000 ; missile impact 1
; SND_MISSILE_IMPACT_1 also explosion sound for ship hull debris
$Name: 89 m_mag.wav, 0, 0.80, 1, 50, 400 ; mag pulse missile launch
; SND_MAG_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 90 m_fury.wav, 0, 0.80, 1, 50, 400 ; fury missile launch
; SND_FURY_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 91 m_shrike.wav, 0, 0.80, 1, 50, 400 ; shrike missile launch
; SND_SHIRKE_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 92 m_angel.wav, 0, 0.80, 1, 50, 400 ; angel fire missile launch
; SND_ANGEL_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 93 m_cluster.wav, 0, 0.80, 1, 50, 400 ; cluster bomb launch
; SND_CLUSTER_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 94 m_clusterb.wav, 0, 0.80, 1, 50, 400 ; cluster baby bomb launch
; SND_CLUSTERB_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 95 m_stiletto.wav, 0, 0.80, 1, 50, 400 ; stiletto bomb launch
; SND_STILETTO_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 96 m_tsunami.wav, 0, 0.80, 1, 50, 400 ; tsunami bomb launch
; SND_TSUNAMI_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 97 m_harbinger.wav, 0, 0.80, 1, 50, 400 ; harbinger bomb launch
; SND_HARBINGER_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 98 m_mega.wav, 0, 0.80, 1, 50, 400 ; mega wokka launch
; SND_MEGAWOKKA_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 99 counter_1.wav, 0, 0.70, 1, 50, 200 ; countermeasure 1 launch
; SND_CMEASURE1_LAUNCH no default use, can be assigned to anything
$Name: 100 l_alien1.wav, 0, 0.60, 1, 50, 400 ; Shivan light laser (3d sound)
; SND_SHIVAN_LIGHT_LASER_FIRE no default use, can be assigned to anything
$Name: 101 clusterboom.wav, 0, 0.80, 1, 750, 2000 ; shockwave ignition (3d sound)
; SND_SHOCKWAVE_EXPLODE Default, no override
$Name: 102 m_swarm.wav, 0, 0.70, 1, 50, 400 ; swarm missile sound (3d sound)
; SND_SWARM_MISSILE_LAUNCH no default use, can be assigned to anything
$Name: 103 l_alien2.wav, 0, 0.60, 1, 100, 400 ; Shivan heavy laser (3d sound)
; SND_UNDEFINED_103 no default use, can be assigned to anything
$Name: 104 capital4.wav, 0, 0.70, 1, 500, 1500 ; Vasudan SuperCap engine (3d sound)
; SND_UNDEFINED_104 no default use, can be assigned to anything
$Name: 105 capital5.wav, 0, 0.70, 1, 500, 1500 ; Shivan SuperCap engine (3d sound)
; SND_UNDEFINED_105 no default use, can be assigned to anything
$Name: 106 capital6.wav, 0, 0.70, 1, 500, 1500 ; Terran SuperCap engine (3d sound)
; SND_UNDEFINED_106 no default use, can be assigned to anything
$Name: 107 l_vaslight.wav, 0, 0.60, 1, 50, 400 ; Vasudan light laser fired (3d sound)
; SND_UNDEFINED_107 no default use, can be assigned to anything
$Name: 108 l_alien3.wav, 0, 0.60, 1, 50, 400 ; Shivan heavy laser (3d sound)
; SND_UNDEFINED_108 no default use, can be assigned to anything
$Name: 109 shockwave.wav, 0, 1.00, 1, 50, 800 ; ** shockwave impact (3d sound)
; SND_SHOCKWAVE_IMPACT Default, no override
$Name: 110 Turret_T1.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 1
; SND_UNDEFINED_110 no default use, can be assigned to anything
$Name: 111 Turret_T2.wav, 0, 0.50, 2, 200, 1000 ; TERRAN TURRET 2
; SND_UNDEFINED_111 no default use, can be assigned to anything
$Name: 112 Turret_V1.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 1
; SND_UNDEFINED_112 no default use, can be assigned to anything
$Name: 113 Turret_V2.wav, 0, 0.50, 2, 200, 1000 ; VASUDAN TURRET 2
; SND_UNDEFINED_113 no default use, can be assigned to anything
$Name: 114 Turret_S1.wav, 0, 0.50, 2, 200, 1000 ; SHIVAN TURRET 1
; SND_UNDEFINED_114 no default use, can be assigned to anything
$Name: 115 paintloop.wav, 0, 0.60, 1, 50, 200 ; targeting laser loop sound
; SND_TARG_LASER_LOOP no default use, can be assigned to anything
$Name: 116 FlakLaunch.wav, 0, 0.60, 1, 250, 1000 ; Flak Gun Launch
; SND_FLAK_FIRE no default use, can be assigned to anything
$Name: 117 boom_4.wav, 0, 0.80, 1, 400, 800 ; Flak Gun Impact
; SND_SHIELD_BREAKER no default use, can be assigned to anything
$Name: 118 m_emp.wav, 0, 0.60, 1, 50, 400 ; EMP Missle
; SND_EMP_MISSILE no default use, can be assigned to anything
$Name: 119 Escape.wav, 0, 0.60, 1, 200, 600 ; Escape Pod Drone
; SND_AUTOCANNON_LOOP no default use, can be assigned to anything
$Name: 120 Vaporize1.wav, 0, 0.70, 0 ; Beam Hit 1
; SND_AUTOCANNON_SHOT anything assigned this as a launch sound gets a hacked in different limit of simultaneous sounds
$Name: 121 beam_loop.wav, 0, 0.70, 2, 1500, 3000 ; beam loop
; SND_BEAM_LOOP no default use, can be assigned to anything
$Name: 122 beam_up.wav, 0, 0.70, 2, 1500, 3000 ; beam power up
; SND_BEAM_UP no default use, can be assigned to anything
$Name: 123 beam_down.wav, 0, 0.70, 2, 1500, 3000 ; beam power down
; SND_BEAM_DOWN no default use, can be assigned to anything
$Name: 124 beam_shot1.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 1
; SND_BEAM_SHOT no default use, can be assigned to anything
$Name: 125 beam_shot2.wav, 0, 0.70, 2, 1500, 2500 ; Beam shot 2
; SND_BEAM_VAPORIZE no default use, can be assigned to anything
;Ship Engine Sounds section
$Name: 126 ship_a1.wav, 0, 0.60, 1, 200, 400 ; Terran fighter engine (3d sound)
; SND_TERRAN_FIGHTER_ENG no default use, can be assigned to anything
$Name: 127 ship_a2.wav, 0, 0.70, 1, 300, 600 ; Terran bomber engine (3d sound)
; SND_TERRAN_BOMBER_ENG no default use, can be assigned to anything
$Name: 128 ship_a3.wav, 0, 0.80, 1, 400, 800 ; Terran cruiser engine (3d sound)
; SND_TERRAN_CAPITAL_ENG no default use, can be assigned to anything
$Name: 129 ship_b1.wav, 0, 0.70, 1, 200, 400 ; Vasudan fighter engine (3d sound)
; SND_SPECIESB_FIGHTER_ENG no default use, can be assigned to anything
$Name: 130 ship_b2.wav, 0, 0.80, 1, 300, 600 ; Vasudan bomber engine (3d sound)
; SND_SPECIESB_BOMBER_ENG no default use, can be assigned to anything
$Name: 131 ship_b3.wav, 0, 0.80, 1, 400, 800 ; Vasudan cruiser engine (3d sound)
; SND_SPECIESB_CAPITAL_ENG no default use, can be assigned to anything
$Name: 132 ship_c1.wav, 0, 0.60, 1, 200, 400 ; Shivan fighter engine (3d sound)
; SND_SHIVAN_FIGHTER_ENG no default use, can be assigned to anything
$Name: 133 ship_c2.wav, 0, 0.70, 1, 300, 600 ; Shivan bomber engine (3d sound)
; SND_SHIVAN_BOMBER_ENG no default use, can be assigned to anything
$Name: 134 ship_c3.wav, 0, 0.80, 1, 400, 800 ; Shivan cruiser engine (3d sound)
; SND_SHIVAN_CAPITAL_ENG no default use, can be assigned to anything
$Name: 135 beacon.wav, 0, 0.60, 1, 300, 600 ; Repair ship beacon/engine sound (3d sound)
; SND_REPAIR_SHIP_ENG no default use, can be assigned to anything
$Name: 136 capital1.wav, 0, 0.70, 1, 500, 1500 ; Terran capital engine (3d sound)
; SND_UNDEFINED_136 no default use, can be assigned to anything
$Name: 137 capital2.wav, 0, 0.70, 1, 500, 1500 ; Vasudan capital engine (3d sound)
; SND_UNDEFINED_137 no default use, can be assigned to anything
$Name: 138 capital3.wav, 0, 0.70, 1, 500, 1500 ; Shivan capital engine (3d sound)
; SND_UNDEFINED_138 no default use, can be assigned to anything
; Electrical arc sound fx on the debris pieces
$Name: 139 Arc_01.wav, 0, 0.30, 2, 200, 500 ; ** 0.10 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_01 default sound, plays if there are arc effects
$Name: 140 Arc_02.wav, 0, 0.30, 2, 200, 500 ; ** 0.25 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_02 default sound, plays if there are arc effects
$Name: 141 Arc_03.wav, 0, 0.30, 2, 200, 500 ; ** 0.50 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_03 default sound, plays if there are arc effects
$Name: 142 Arc_04.wav, 0, 0.30, 2, 200, 500 ; ** 0.75 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_04 default sound, plays if there are arc effects
$Name: 143 Arc_05.wav, 0, 0.30, 2, 200, 500 ; ** 1.00 second spark sound effect (3d sound)
; SND_DEBRIS_ARC_05 default sound, plays if there are arc effects
; Beam Sounds
$Name: 144 BT_LTerSlash.wav, 0, 0.70, 2, 1500, 3000 ; LTerSlash beam loop
; SND_UNDEFINED_144 no default use, can be assigned to anything
$Name: 145 BT_TerSlash.wav, 0, 0.70, 2, 1500, 3000 ; TerSlash beam loop
; SND_UNDEFINED_145 no default use, can be assigned to anything
$Name: 146 BT_SGreen.wav, 0, 0.70, 2, 1500, 3000 ; SGreen beam loop
; SND_UNDEFINED_146 no default use, can be assigned to anything
$Name: 147 BT_BGreen.wav, 0, 0.70, 2, 1500, 3000 ; BGreen beem loop
; SND_UNDEFINED_147 no default use, can be assigned to anything
$Name: 148 BT_BFGreen.wav, 0, 0.70, 2, 1500, 3000 ; BFGreen been loop
; SND_UNDEFINED_148 no default use, can be assigned to anything
$Name: 149 BT_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop
; SND_UNDEFINED_149 no default use, can be assigned to anything
$Name: 150 BT_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up
; SND_UNDEFINED_150 no default use, can be assigned to anything
$Name: 151 BT_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up
; SND_UNDEFINED_151 no default use, can be assigned to anything
$Name: 152 BT_up_2.5.wav, 0, 0.60, 2, 1500, 3000 ; 2.5 sec warm up
; SND_UNDEFINED_152 no default use, can be assigned to anything
$Name: 153 BT_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up
; SND_UNDEFINED_153 no default use, can be assigned to anything
$Name: 154 BT_up_3.5.wav, 0, 0.60, 2, 1500, 3000 ; 3.5 sec warm up
; SND_UNDEFINED_154 no default use, can be assigned to anything
$Name: 155 BT_up_5.wav, 0, 0.60, 2, 1500, 3000 ; 5 sec warm up
; SND_UNDEFINED_155 no default use, can be assigned to anything
$Name: 156 BT_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; LTerSlash warm down
; SND_UNDEFINED_156 no default use, can be assigned to anything
$Name: 157 BT_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; TerSlash warm down
; SND_UNDEFINED_157 no default use, can be assigned to anything
$Name: 158 BT_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; SGreen warm down
; SND_UNDEFINED_158 no default use, can be assigned to anything
$Name: 159 BT_dwn_4.wav, 0, 0.70, 2, 2000, 3000 ; BGreen warm down
; SND_UNDEFINED_159 no default use, can be assigned to anything
$Name: 160 BT_dwn_5.wav, 0, 0.70, 2, 2000, 3000 ; BFGreen warm down
; SND_UNDEFINED_160 no default use, can be assigned to anything
$Name: 161 BT_dwn_6.wav, 0, 0.70, 2, 2000, 3000 ; T_AntiFtr warm down
; SND_UNDEFINED_161 no default use, can be assigned to anything
$Name: 162 Empty, 0, 0.50, 0
; SND_UNDEFINED_162 no default use, can be assigned to anything
$Name: 163 Empty, 0, 0.50, 0
; SND_UNDEFINED_163 no default use, can be assigned to anything
$Name: 164 Empty, 0, 0.50, 0
; SND_UNDEFINED_164 no default use, can be assigned to anything
$Name: 165 Empty, 0, 0.50, 0
; SND_UNDEFINED_165 no default use, can be assigned to anything
$Name: 166 Empty, 0, 0.50, 0
; SND_UNDEFINED_166 no default use, can be assigned to anything
$Name: 167 Empty, 0, 0.50, 0
; SND_UNDEFINED_167 no default use, can be assigned to anything
$Name: 168 Empty, 0, 0.50, 0
; SND_UNDEFINED_168 no default use, can be assigned to anything
$Name: 169 Empty, 0, 0.50, 0
; SND_UNDEFINED_169 no default use, can be assigned to anything
$Name: 170 Empty, 0, 0.50, 0
; SND_UNDEFINED_170 no default use, can be assigned to anything
$Name: 171 Empty, 0, 0.50, 0
; SND_UNDEFINED_171 no default use, can be assigned to anything
$Name: 172 Empty, 0, 0.50, 0
; SND_UNDEFINED_172 no default use, can be assigned to anything
$Name: 173 SupNova1.wav, 0, 1.00, 0 ; SuperNova (distant)
; SND_SUPERNOVA_1 default sound, no override
$Name: 174 SupNova2.wav, 0, 1.00, 0 ; SuperNova (shockwave)
; SND_SUPERNOVA_2 default sound, no override
$Name: 175 ship_c4.wav, 0, 0.80, 1, 400, 800 ; Shivan large engine (3d sound)
; SND_UNDEFINED_175 no default use, can be assigned to anything
$Name: 176 ship_c5.wav, 0, 0.80, 1, 400, 1000 ; Shivan large engine (3d sound)
; SND_UNDEFINED_176 no default use, can be assigned to anything
$Name: 177 BS_SRed.wav, 0, 0.70, 2, 1500, 3000 ; SRed beam loop
; SND_UNDEFINED_177 no default use, can be assigned to anything
$Name: 178 BS_LRed.wav, 0, 0.70, 2, 1500, 3000 ; LRed beam loop
; SND_UNDEFINED_178 no default use, can be assigned to anything
$Name: 179 BS_AntiFtr.wav, 0, 0.70, 2, 1500, 3000 ; Antifighter beam loop
; SND_UNDEFINED_179 no default use, can be assigned to anything
$Name: 180 Thunder_01.wav, 0, 0.70, 0 ; Thunder 1 sound in neblua
; SND_LIGHTNING_1 default sound, no override
$Name: 181 Thunder_02.wav, 0, 0.70, 0 ; Thunder 2 sound in neblua
; SND_UNDEFINED_181 default sound, no override
$Name: 182 BS_up_1.wav, 0, 0.60, 2, 1500, 3000 ; 1 sec warm up
; SND_UNDEFINED_182 no default use, can be assigned to anything
$Name: 183 BS_up_1.5.wav, 0, 0.60, 2, 1500, 3000 ; 1.5 sec warm up
; SND_UNDEFINED_183 no default use, can be assigned to anything
$Name: 184 BS_up_3.wav, 0, 0.60, 2, 1500, 3000 ; 3 sec warm up
; SND_UNDEFINED_184 no default use, can be assigned to anything
$Name: 185 Commnode.wav, 0, 0.60, 1, 200, 500 ; Shivan Commnode
; SND_UNDEFINED_185 no default use, can be assigned to anything
$Name: 186 Pirate.wav, 0, 0.60, 1, 400, 1000 ; Volition PirateShip
; SND_UNDEFINED_186 no default use, can be assigned to anything
$Name: 187 BS_dwn_1.wav, 0, 0.70, 2, 2000, 3000 ; SRed warm down
; SND_UNDEFINED_187 no default use, can be assigned to anything
$Name: 188 BS_dwn_2.wav, 0, 0.70, 2, 2000, 3000 ; LRed warm down
; SND_UNDEFINED_188 no default use, can be assigned to anything
$Name: 189 BS_dwn_3.wav, 0, 0.70, 2, 2000, 3000 ; AntiFtr warm down
; SND_UNDEFINED_189 no default use, can be assigned to anything
$Name: 190 Inst1.wav, 0, 0.80, 1, 500, 2000 ; Instellation 1
; SND_UNDEFINED_190 no default use, can be assigned to anything
$Name: 191 Inst2.wav, 0, 0.80, 1, 500, 2000 ; Instellation 2
; SND_UNDEFINED_191 no default use, can be assigned to anything
$Name: 192 ; undefined in retail
; SND_UNDEFINED_192 no default use, can be assigned to anything
$Name: 193 ; undefined in retail
; SND_UNDEFINED_193 no default use, can be assigned to anything
$Name: 194 ; undefined in retail
; SND_UNDEFINED_194 no default use, can be assigned to anything
$Name: 195 ; undefined in retail
; SND_UNDEFINED_195 no default use, can be assigned to anything
$Name: 196 ; undefined in retail
; SND_UNDEFINED_196 no default use, can be assigned to anything
$Name: 197 ; undefined in retail
; SND_UNDEFINED_197 no default use, can be assigned to anything
$Name: 198 ; undefined in retail
; SND_UNDEFINED_198 no default use, can be assigned to anything
$Name: 199 ; undefined in retail
; SND_UNDEFINED_199 no default use, can be assigned to anything
$Name: 200 ; (SCP) Ballistic ammo reload start sound
; SND_BALLISTIC_START_LOAD if not present game will use index 33 SND_MISSILE_START_LOAD
$Name: 201 ; (SCP) Ballistic ammo reload start sound
; SND_BALLISTIC_LOAD if not present game will use index 34 SND_MISSILE_LOAD
;
#Game Sounds End
;
#Interface Sounds Start
$Name: 0 user_c.wav, 0, 0.70, 0 ; mouse click
; SND_IFACE_MOUSE_CLICK required default sound
$Name: 1 empty, 0, 0.70, 0 ; pick up a ship icon (not used)
; SND_ICON_PICKUP required default sound
$Name: 2 load01.wav, 0, 0.60, 0 ; drop a ship icon on a wing slot
; SND_ICON_DROP_ON_WING required default sound
$Name: 3 unload01.wav, 0, 0.60, 0 ; drop a ship icon back to the list
; SND_ICON_DROP required default sound
$Name: 4 beep_4.wav, 0, 0.70, 0 ; press briefing, ship selection or weapons bar (top-left)
; SND_SCREEN_MODE_PRESSED required default sound
$Name: 5 user_c.wav, 0, 0.70, 0 ; Switching to a new screen, but not commit
; SND_SWITCH_SCREENS required default sound
$Name: 6 beep_4.wav, 0, 0.70, 0 ; help pressed
; SND_HELP_PRESSED required default sound
$Name: 7 commit.wav, 0, 0.60, 0 ; commit pressed
; SND_COMMIT_PRESSED required default sound
$Name: 8 user_c.wav, 0, 0.70, 0 ; prev/next pressed
; SND_PREV_NEXT_PRESSED no default use
$Name: 9 user_c.wav, 0, 0.70, 0 ; scroll pressed (and scroll)
; SND_SCROLL required default sound
$Name: 10 fail.wav, 0, 0.70, 0 ; general failure sound for any event
; SND_GENERAL_FAIL required default sound
$Name: 11 shipview.wav, 0, 0.50, 0 ; ship animation starts (ie text and ship first appear)
; SND_SHIP_ICON_CHANGE required default sound
$Name: 12 main_amb.wav, 0, 0.60, 0 ; ambient sound for the Terran main hall (looping)
; SND_MAIN_HALL_AMBIENT required default sound
$Name: 13 vas_amb.wav, 0, 0.60, 0 ; ambient sound for the Vasudan main hall (looping)
; SND_BTN_SLIDE no default use
$Name: 14 user_a.wav, 0, 0.70, 0 ; brief stage change
; SND_BRIEF_STAGE_CHG required default sound
$Name: 15 user_i.wav, 0, 0.70, 0 ; brief stage change fail
; SND_BRIEF_STAGE_CHG_FAIL required default sound
$Name: 16 beep_3.wav, 0, 0.70, 0 ; selet brief icon
; SND_BRIEF_ICON_SELECT required default sound
$Name: 17 user_o.wav, 0, 0.50, 0 ; user_over (mouse over a control)
; SND_USER_OVER required default sound
$Name: 18 user_c.wav, 0, 0.70, 0 ; user_click (mouse selects a control)
; SND_USER_SELECT required default sound
$Name: 19 reset.wav, 0, 0.70, 0 ; reset (or similar button) pressed
; SND_RESET_PRESSED required default sound
$Name: 20 textdraw.wav, 0, 0.60, 0 ; briefing text wipe
; SND_BRIEF_TEXT_WIPE required default sound
$Name: 21 Lift_Mix.wav, 0, 0.50, 0 ; main hall - elevator
; SND_VASUDAN_PA_1 no default use
$Name: 22 weapview.wav, 0, 0.60, 0 ; weapon animation starts
; SND_WEAPON_ANIM_START required default sound
$Name: 23 dooropen.wav, 0, 0.50, 0 ; door in main hall opens
; SND_MAIN_HALL_DOOR_OPEN required default sound
$Name: 24 doorclose.wav, 0, 0.50, 0 ; door in main hall closes
; SND_MAIN_HALL_DOOR_CLOSE required default sound
$Name: 25 itemdraw.wav, 0, 0.50, 0 ; glow in main hall opens
; SND_GLOW_OPEN no default use
$Name: 26 Crane_1.wav, 0, 0.50, 0 ; main hall - crane 1
; SND_VASUDAN_PA_2 no default use
$Name: 27 sub_amb.wav, 0, 0.60, 0 ; ambient sound for menus off the main hall (looping)
; SND_AMBIENT_MENU no default use
$Name: 28 user_c.wav, 0, 0.70, 0 ; popup dialog box appeared
; SND_POPUP_APPEAR required default sound
$Name: 29 user_c.wav, 0, 0.70, 0 ; popup dialog box goes away
; SND_POPUP_DISAPPEAR required default sound
$Name: 30 1_yes.wav, 0, 1.00, 0 ; voice clip played when volume slider changes
; SND_VOICE_SLIDER_CLIP required default sound - located in voice files
$Name: 31 Crane_2.wav, 0, 0.50, 0 ; main hall - crane 2
; SND_VASUDAN_PA_3 no default use
$Name: 32 Option1.wav, 0, 0.70, 0 ; main hall options - mouse on
; SND_MAIN_HALL_GET_PEPSI no default use
$Name: 33 Option2.wav, 0, 0.70, 0 ; main hall options - mouse off
; SND_MAIN_HALL_LIFT_UP no default use
$Name: 34 Techroom1.wav, 0, 0.70, 0 ; main hall tech room - mouse on
; SND_MAIN_HALL_WELD1 no default use
$Name: 35 Techroom2.wav, 0, 0.70, 0 ; main hall tech room - mouse off
; SND_MAIN_HALL_WELD2 no default use
$Name: 36 Exitopen.wav, 0, 0.60, 0 ; main hall exit open
; SND_MAIN_HALL_WELD3 no default use
$Name: 37 Exitclose.wav, 0, 0.60, 0 ; main hall exit close
; SND_MAIN_HALL_WELD4 no default use
$Name: 38 pa_1.wav, 0, 0.50, 0 ; main hall random intercom 1
; SND_MAIN_HALL_INT1 no default use
$Name: 39 pa_2.wav, 0, 0.50, 0 ; main hall random intercom 2
; SND_MAIN_HALL_INT2 no default use
$Name: 40 pa_3.wav, 0, 0.50, 0 ; main hall random intercom 3
; SND_MAIN_HALL_INT3 no default use
$Name: 41 highlight.wav, 0, 0.40, 0 ; spinning highlight in briefing
; SND_ICON_HIGHLIGHT required default sound
$Name: 42 noiz.wav, 0, 0.40, 0 ; static in a briefing stage cut
; SND_BRIEFING_STATIC required default sound
$Name: 43 Camp_on.wav, 0, 0.70, 0 ; main hall campaign - mouse on
; SND_MAIN_HALL2_CRANE1_1 no default use
$Name: 44 Camp_off.wav, 0, 0.70, 0 ; main hall campaign - mouse off
; SND_MAIN_HALL2_CRANE1_2 no default use
$Name: 45 V_Hatch_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open
; SND_MAIN_HALL2_CRANE2_1 no default use
$Name: 46 V_Hatch_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close
; SND_MAIN_HALL2_CRANE2_2 no default use
$Name: 47 V_Roll_Open.wav, 0, 0.80, 0 ; vasudan hall - hatch open
; SND_MAIN_HALL2_CAR1 no default use
$Name: 48 V_Roll_Close.wav, 0, 0.80, 0 ; vasudan hall - hatch close
; SND_MAIN_HALL2_CAR2 no default use
$Name: 49 V_Lift_Up.wav, 0, 0.70, 0 ; vasudan hall - lift up
; SND_MAIN_HALL2_INT1 no default use
$Name: 50 V_Lift_Down.wav, 0, 0.70, 0 ; vasudan hall - lift down
; SND_MAIN_HALL2_INT2 no default use
$Name: 51 V_Lite_On.wav, 0, 0.70, 0 ; vasudan hall - glow on
; SND_MAIN_HALL2_INT3 no default use
$Name: 52 V_Lite_Off.wav, 0, 0.70, 0 ; vasudan hall - glow off
; SND_INTERFACE_UNDEFINED_52 no default use
$Name: 53 Skiff.wav, 0, 0.70, 0 ; vasudan hall - skiff loop
; SND_INTERFACE_UNDEFINED_53 no default use
$Name: 54 V_Map_On.wav, 0, 0.70, 0 ; vasudan hall - screen on
; SND_INTERFACE_UNDEFINED_54 no default use
$Name: 55 V_Map_Off.wav, 0, 0.70, 0 ; vasudan hall - screen off
; SND_INTERFACE_UNDEFINED_55 no default use
$Name: 56 V_Head_1.wav, 0, 0.70, 0 ; vasudan hall - vasudan greeting
; SND_INTERFACE_UNDEFINED_56 no default use
$Name: 57 V_Head_2.wav, 0, 0.70, 0 ; vasudan hall - vasudan bye
; SND_INTERFACE_UNDEFINED_57 no default use
$Name: 58 V_Pa_01.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 1
; SND_INTERFACE_UNDEFINED_58 no default use
$Name: 59 V_Pa_02.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 2
; SND_INTERFACE_UNDEFINED_59 no default use
$Name: 60 V_Pa_03.wav, 0, 0.70, 0 ; vasudan hall - vasudan pa 3
; SND_INTERFACE_UNDEFINED_60 no default use
$Name: 61 bup.wav, 0, 0.90, 0 ; bup bup bup-bup bup bup
; SND_VASUDAN_BUP required default sound
$Name: 62 thankyou.wav, 0, 0.90, 0 ; thankyou
; SND_INTERFACE_UNDEFINED_62 no default use
$Name: 63 V_Exit_Open.wav, 0, 0.70, 0 ; vasudan hall - exit open
; SND_INTERFACE_UNDEFINED_63 no default use
$Name: 64 V_Exit_Close.wav, 0, 0.70, 0 ; vasudan hall - exit close
; SND_INTERFACE_UNDEFINED_64 no default use
;
#Interface Sounds End
;
; Each species can have up to 4 different flyby sounds
; NOTE : the parse code expects to see exactly 2 sounds for terran, then 2 for vasudan, then 2 for shivan
; the first sound for each species is the fighter/small flyby sound. the second is the bomber/big flyby sound
#Flyby Sounds Start
$Terran: 0 T_flyby1.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)
$Terran: 1 T_flyby2.wav, 0, 0.75, 1, 200, 400 ; * Terran ship1 flyby player sound (3d sound)
$Vasudan: 0 V_flyby1.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)
$Vasudan: 1 V_flyby2.wav, 0, 0.85, 1, 200, 400 ; * Vasudan ship1 flyby player sound (3d sound)
$Shivan: 0 S_flyby1.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)
$Shivan: 1 S_flyby2.wav, 0, 0.75, 1, 200, 400 ; * SHIVAN ship1 flyby player sound (3d sound)
#Flyby Sounds End
So basically the first section (entries 0 to 76) all have hard coded uses with the exception of 9, 10, 17, 38, 41, 61 and 68 which I could not find used anywhere in the code. Entries 88, 101, 109, 139 through 143, 173, 174, 180, and 181 also have hard coded default uses. Also there is entry 120 which has no real default but is a special case as there is a hack in the code to make anything assigned to this index be handled differently. That just leaves entries 200 and 201 which don't need to exist but are used for ballistic weapon rearming if they do. The rest of the entries are defined by what they are used for in the tables. So if you are making a TC all those are free to use.
The interface section is pretty much half and half when it comes to hard coded and used by table entries.