Can such thing be done to particles/explosions as well?

Tested the modular sounds and it works great. It loads the retail data just fine. I added sounds to both sections (#Game, #Interface, NOT #Flyby) and they all worked. I modified sounds in those sections which also worked.
One thing I found odd though. Retail sounds.tbl expects a 'type' to be specified for 3D sounds. Your TBM (under the new syntax) does
not want a type integer there. I suppose that's because under the current code sounds will either be 3D or not.. so those integers are unnecessary. Makes sense, just took some testing to figure that out due to the lack of instructions with this patch...

EDIT: How does the modular stuff work for the #Flyby section?
EDIT2: Trying to override an entry with a tbm results in duplicate sound warning. Warning persists when using +nocreate.
In fact...
$Name: 66
+nocreate
+Filename: emptymsg.wav
+Preload: No
+Volume: 0.50
Caused it to look for a float value (old parsing method) in the playse of +filename: emptymsg.wav.