When composing UMLprofile, sound and effect from sound mods can be assigned in optional <mods> section so that they can be prioritized over stock/UML sound when these sound mods are detected, while still retain the default fall-back sounds when sound mods are not detected

Each supported mod has <priority> setting to control overwriting behaviour.

When the mod is not installed, sound and effect designated in the main body of UMLprofile takes effect. 
So only use UML sound or original WoT sound in the main body of UMLprofile, otherwise you essentially made the corresponding 
sound mod mandatory. 

The sound override nodes found in ownModel.xml for each activated profile header will still overwrite settings found in UMLprofiles, regardless of their priority value. In other word, remodel author provide default sounds in the main body of UMLprofiles, then use <mods> to register optional sound when certain sound mods are installed. Remodel user still have the final saying of which sound to use via ownModel.xml.



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[Supported Mods]
Currently two mods are supported:
    * [Classic's HRMODv3 | wgmods.net/5668] 
    * [JohnTankPL's War Mod | wgmods.net/5178]





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[How to use]
You can find complete example in UML's wotmod (open wotmod file with any compression tool like winzip, winrar, 7z, etc.)
The path inside the pack is res/scripts/client/mods/UMLprofiles/example.xml

Here is an excerpt of the relevent section:

****.wotmod/res/scripts/client/mods/UMLprofiles/****.xml
[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
<root>
    <models>


        <YOUR_MODEL_NAME>
            ...
            ...
            <mods>
                <HRMODv3>
                    <priority>2</priority>
                    <effectsGun>shot_88mm_l56_mb</effectsGun>
                    <effectsReload></effectsReload>
                    <soundTurret/>
                    <soundChassisPC/>
                    <soundChassisNPC/>
                    <soundEnginePC>Maybach_HL230_TRM_P45_bis_PC</soundEnginePC>
                    <soundEngineNPC>Maybach_HL230_TRM_P45_bis</soundEngineNPC>
                </HRMODv3>    
                <war_mod>
                    <priority>-1</priority>
                    <effectsGun>GER_88_mm_KwK_36_L_56_PC</effectsGun>
                    <effectsReload></effectsReload>
                    <soundTurret/>
                    <soundChassisPC/>
                    <soundChassisNPC/>
                    <soundEnginePC></soundEnginePC>
                    <soundEngineNPC></soundEngineNPC>
                </war_mod>
            </mods>
        </YOUR_MODEL_NAME>


    </models>
</root>
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[Details]
<priority>		Defines priority value for this sound mod. Accepts positive or negatie integer. Higher value has higher priority.
			UML divides sound/effects into 3 categories when managing priority.
			* stock sound/effect, ie. sound provided by WoT itself. Always has the lowest priority, so there's no 
			  specific priority value associated with it. Can take the form of either explicitly defined in the 
			  main body of UMLprofiles (for example models.YOUR_MODEL_NAME.gun.effects), or the lack of it.
	                  Not having a sound/efffect defined in the main body of UMLprofiles means do not change the sound/effect
			* sound/effect provided by UML's own soundbank and designated in the main body of UMLprofile. 
			  Has a fixed priority value of 0.
			  A list of available sound/effect can be found in instruction_on_new_sounds.txt.
			* sound/effect provided by supported sound mod and designated in <mods> section of a UMLprofile. Because UML soundbank has priority of 0:
			  [*] positive value will overwrite UML soundbank items found in the main body of UMLprofile.
			  [*] negative value will get overwritten by UML soundbank items found in the main body of UMLprofile, but still 
			      wins over any stock sound/effect found in the main body of UMLprofile

<effectsGun>		Gun firing effect group. A combination of particles sequences and keyed sound. 
			list of effects can be found in soundMod's configs/PYmods/SoundEventInjector/configs/*.json that are related to gun if exists.

<effectsReload>		reload effect group. A combination of animation sequences and keyed sounds
			list of effects can be found in soundMod's configs/PYmods/SoundEventInjector/configs/*.json that are related to reload if exists.

<soundChassisNPC>	wwise track sound for non-player entities. 
			list of sounds can be found in soundMod's configs/PYmods/SoundEventInjector/configs/*.json that are related to chassis if exists.

<soundChassisPC>	wwise track sound for player entity. 
			list of sounds can be found in soundMod's configs/PYmods/SoundEventInjector/configs/*.json that are related to chassis if exists.

<soundEngineNPC>	wwise engine sound for non-player entities. 
			list of sounds can be found in soundMod's configs/PYmods/SoundEventInjector/configs/*.json that are related to engine if exists.

<soundEnginePC>		wwise engine sound for player entity. 
			list of sounds can be found in soundMod's configs/PYmods/SoundEventInjector/configs/*.json that are related to engine if exists.

<soundTurret>		wwise turret rotation sound for player entity. 
			list of sounds can be found in soundMod's configs/PYmods/SoundEventInjector/configs/*.json that are related to trav or turret if exists.