Add custom sound to Description.ext:
```
class CfgSounds
{
sounds[] = {};
class SirenMedic
{
name = "SirenMedic";
sound[] = {"\sounds\Siren_Medic.ogg", 1.0, 1};
titles[] = {};
};
};
```
Execute from within a vehicle:
```
_veh = vehicle player;
life_sirenLogic = "Land_ClutterCutter_small_F" createVehicle ([0,0,0]);
life_sirenLogic attachTo [_veh,[0,1,0]];
titleText ["Sirens On","PLAIN"];
[[[_veh,life_sirenLogic], {
private["_vehicle","_clip"];
_vehicle = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
_logic = param[1];
if(isNull _vehicle) exitWith {systemchat "no 1"};
hideObject _logic;
while {true} do
{
if(count (crew (_vehicle)) == 0) exitWith {systemchat "no 2"};
if(!alive _vehicle) exitWith {systemchat "no 3"};
if(isNull _vehicle || isNull _logic) exitWith {systemchat "no 4"};
_logic say3D "SirenMedic";
sleep 15;
deleteVehicle life_sirenLogic;
};
}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP;
```
The sound will be incredibly quiet, to the point that it cannot be heard beyond a few dozen meters over the sound of the vehicle it is being played from (i.e, someone standing 50 meters away will hear only the car engine). For a representation of how this command behaved prior to 1.72, use the following:
```
_veh = vehicle player;
life_sirenLogic = "Land_ClutterCutter_small_F" createVehicle ([0,0,0]);
life_sirenLogic attachTo [_veh,[0,1,0]];
titleText ["Sirens On","PLAIN"];
[[[_veh,life_sirenLogic], {
private["_vehicle","_clip"];
_vehicle = [_this,0,ObjNull,[ObjNull]] call BIS_fnc_param;
_logic = param[1];
if(isNull _vehicle) exitWith {systemchat "no 1"};
hideObject _logic;
while {true} do
{
if(count (crew (_vehicle)) == 0) exitWith {systemchat "no 2"};
if(!alive _vehicle) exitWith {systemchat "no 3"};
if(isNull _vehicle || isNull _logic) exitWith {systemchat "no 4"};
_logic say3D ["SirenMedic", 650];
sleep 15;
deleteVehicle life_sirenLogic;
};
}], "BIS_fnc_spawn", true, false, false] call BIS_fnc_MP;
```