take a look at that YT video, there are 2 mortars:
- 1st mortar is firing player position 1 round in a distance to player 827 m, player will be able to hear incoming sound
- 2st mortar is firing after 1st shot at player position 1 round in a distance to player1117 m, player will not be able to hear incoming sound just explosion
It doesn't matter what kind of projectile as long it has soundFakeFall[]={}; then all shots more than ~1000 m will be without incoming sounds
This is often can be reproed in large MP missions, e.g. King of the Hill, there a lot of artillery and missiong incoming sounds bad for experience