CrushSound
The sound played when a crusher vehicle flattens the object or overlay.
Crushed sound
- Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType- File
rules.ini- Section
[<ObjectType ID>]- Value
- sound
- When omitted
none
The sound is played by the crusher, at the crusher’s position, on the single frame the victim is destroyed. It is read from the type being crushed, not from the vehicle doing the crushing, and it is the only sound either path plays — a crushed object and a flattened wall overlay both go quiet if their type names none.
Only a Crushable=yes type ever reaches either path, so the setting is inert on anything a crusher cannot drive over.
Crushed sound
- Applies to
- AnimType
- File
art.ini- Section
[<ObjectType ID>]- Value
- sound
- When omitted
none- Used by the game
- No — loaded but not used
The sound is played by a crusher as it flattens its victim, and only after that victim has passed a Crushable test that an animation can never reach — an animation is never entered into a cell’s occupier list, which is where every crush path looks for something to run over. No gameplay path reads the sound.
An animation’s own sound is Report, read from the same art.ini section.