Well, if a skull near you cast, he produce this as spell sounds. But instead of sound numbers, he triggers also some effect sounds when he cast, so its a ugly noisy sound he produce. SOUND: Playing sound 7 (type 1), offset 2, -3 SOUND: Playing sound 55 (type 1), offset 2, -3 SOUND: Playing sound 4 (type 1), offset 2, -3 SOUND: Playing sound 4 (type 1), offset 2, -3 SOUND: Playing sound 66 (type 1), offset 2, -3 SOUND: Playing sound 55 (type 1), offset 2, -3 SOUND: Playing sound 20 (type 1), offset 2, -3 SOUND: Playing sound 64 (type 1), offset 2, -3 SOUND: Playing sound 55 (type 1), offset 2, -3 SOUND: Playing sound 66 (type 1), offset 2, -3 SOUND: Playing sound 7 (type 1), offset 2, -3 SOUND: Playing sound 0 (type 1), offset 2, -3 SOUND: Playing sound 55 (type 1), offset 2, -3 SOUND: Playing sound 20 (type 1), offset 2, -3 SOUND: Playing sound 4 (type 1), offset 2, -3 SOUND: Playing sound 0 (type 1), offset 2, -3 SOUND: Playing sound 20 (type 1), offset 1, -2 SOUND: Playing sound 4 (type 1), offset 2, -3 SOUND: Playing sound 55 (type 1), offset 2, -3 SOUND: Playing sound 55 (type 1), offset 2, -3 SOUND: Playing sound 7 (type 1), offset 2, -3 Most times, he cast speedball, lighting, slow, bullet, etc. We need some work here. What about this: a signed short16 as sound ID. If it >=0, its a effect like hit, dead, etc. If it <0, its a sound spell. MichToen