Anyone know why EA cached the sounds map specific instead of doing this
aliascache snd_step_paper sound/null.wav soundparms 0.4 0.2 0.9 0.2 160 1600 auto loaded maps "m1 m2 m3 m4 m5 m6 dm moh obj train"
or even
aliascache snd_step_paper sound/null.wav soundparms 0.4 0.2 0.9 0.2 160 1600 auto loaded maps "m dm obj train"
Seems an overly complicated bit of programming
Caching more sounds = using more memory. This was due to performance issues.