BurningSoundNode
v1.4.8
Plays the ship-fire bed from this entity. Nearby BurningNode points drive how loud the fire is. The script has no panel fields.
Find placed ones in the Scene panel with s:BurningSoundNode. See Filter.
Where you put it
Use the packed prefab burning_sound_node, and place copies where a stretch of fire should be heard. The ship fire system gathers every copy under the ship.
What you set
Nothing. The script declares no visible field, and burning_sound_node stores no variables.
What the player hears
The clip is event:/mission/ambient/detail/fire/fire_dynamic. On that sound, length="-1" keeps it going until the fire stops, and max_distance="25" keeps it local. The parameter it accepts is FireIntensity.
The fire system starts the sound. Intensity is the sum of fire amounts on burning nodes within 5 meters of this entity. Stopping the fire stops the sound and clears that list.
Where it lives
Managed script. The sound row is in Native\ModuleData\sound_event_data.gen.xml. The prefab is burning_sound_node in NavalDLC\AssetPackages\nested_prefabs_packed.xml. No loose scene stores the script.
Examples
Fire bed. That packed prefab, entity burning_sound_node. The script is present and has no variables. The same packed file has further copies of the script.