For some reason, shells fired for more than ~1 km do not reproduce these fall(incoming) sounds
**`a3\weapons_f\config.cpp` "cfgammo" >> "ShellBase"**
```
soundFakeFall0[]=
{
"a3\Sounds_F\weapons\falling_bomb\fall_01",
3.1622777,
1,
1000
};
soundFakeFall1[]=
{
"a3\Sounds_F\weapons\falling_bomb\fall_02",
3.1622777,
1,
1000
};
soundFakeFall2[]=
{
"a3\Sounds_F\weapons\falling_bomb\fall_03",
3.1622777,
1,
1000
};
soundFakeFall3[]=
{
"a3\Sounds_F\weapons\falling_bomb\fall_04",
3.1622777,
1,
1000
};
soundFakeFall[]=
{
"soundFakeFall0",
0.25,
"soundFakeFall1",
0.25,
"soundFakeFall2",
0.25,take a look at that [[ https://youtu.be/egO62by_pU8 | YT video ]], there are 2 mortars:
"soundFakeFall3",- 1st mortar is firing player position 1 round in a distance to player 827 m, player will be able to hear incoming sound
0.25
};- 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
```
**demonstration [[ https://www.youtube.com/watch?v=lhcxwosfY5I | video1 ]] and [[ https://www.youtube.com/watch?v=I9n3bkF2BcI | video2 ]]**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
repro mission {F2440996}= CfgAmmo → ShellBase → soundFakeFall =