SODE runs an internal DirectSound engine, playing sounds during animations and to play the radio click sound effect. It can only use wave files. Preferably, the format is 8-bit mono, but it should work with other formats.
The sounds are placed in a “sound” subfolder in the SimObject container.
Note: It is important to add the line „Module=SODE“ in the „[General]“ section of the sim.cfg file. Else, SODE won’t be able to find the wave files. See this section for details.
Sounds are placed in 3D space at the model’s origin and support attenuation and doppler effect. The engine reacts to simulator pause states and general muting of simulator sounds reflecting the behaviour of the FSX sound engine.
The section about TriggerableAnimation provides all the details how to setup the SimObject to enable sounds to be played.