/audioww/UML_engine.bnk and UML_engine.pck provide the following sound object(s) to be used in wwise system

[*] uml_eng_turbine
	simple turbine sound without start-up sound
	this turbine sound can be used in both <wwsoundPC> and <wwsoundNPC> slot
	as an engine sound, naturally it falls into <engine> section of an UMLprofile
[*] uml_eng_turbineT80
	complex turbine sound. Start-up sequence taken from a Korean T-80 video
	this turbine sound can be used in both <wwsoundPC> and <wwsoundNPC> slot
	as an engine sound, naturally it falls into <engine> section of an UMLprofile
[*] uml_trds_leopard2
	complex track rattle sound. Used sound from real life leopard2a5 video and the game WarThunder
	track sound goes to <wwsoundPC> and <wwsoundNPC> slot under <chassis>
[*] uml_trav
	simple turret rotate sound. Used sound from the game WarThunder.
	this sound is to be used in <wwturretRotatorSoundManual> slot under <turret>


/audioww/UML_gun.bnk and UML_gun.pck provide the following sound object(s) to be used in wwise system

[*] shot_abrams
	gun firing sound of Abrams tank.
	to be used in <effects> under <gun> node.
[*] uml_reload_abrams
	gun reload sound of Abrams tank.
	to be used in <reloadEffect> under <gun> node.

===================================================================================
[How to use the new audio]
UML only loads the audio banks into the game.
Further steps needed to bind individual sound to events of a certain tank

option A) use it in an UMLprofile, located under <engine> section.
	for example, to modify my old remodel M60A1_RISE (it doesn't use turbine IRL but whatever)
	open  [atacms]N16_M60A1_RISE.wotmod with something like winrar or win7z
	find res/scripts/client/mods/UMLprofiles/N16_M60A1_RISE.xml, extract it to res_mods/X.X.X.X/scripts/client/mods/UMLprofiles/
	(res_mods has higher priority over mods folder so the modified version will take over)
	edit this N16_M60A1_RISE.xml with any text editor, ctrl+F to locate <engine> node
	Change its child nodes :
	      <wwsoundPC>eng_v55_pc</wwsoundPC>
	      <wwsoundNPC>eng_v55_npc</wwsoundNPC>
	into:
	      <wwsoundPC>uml_eng_turbine</wwsoundPC>
	      <wwsoundNPC>uml_eng_turbine</wwsoundNPC>
	Save the file. Return to hangar, press F5

option B) use WG's own audio plugin entry point, aka /audioww/audio_mods.xml
	It can be configured to bind a sound to a game event of a certain tank.
	Details on how to configure this file is readily available on the internet.

option C) use a popular audio envent injection mod, which is also used by many famous audio mods.
	for example, Polyacov_Yury's SoundEventInjector.wotmod


option D) the plain old messy xml swap
	there's a file res/scripts.pkg/scripts/item_defs/vehicles/%NATION%/components/engines.xml
	it controls the behaviour of all engines used by that nation. You can place the new engine sound there.
	

===================================================================================
[compatibility]

This audio bank is loaded by Polyacov_Yury's soundBankLoader.
Therefore a client update is mandatory on fresh install.

This feature will be compatible with other sound mods that utilized Polyacov_Yury's soundBankLoader mod
Because an additional /audioww/UML_engine.xml is also present for BanksLoader
BanksLoader is a popular utility mod used by many audio mods. 
It is used in for example, Zorgane's Engines_and_Guns_sounds_mod