This might come in handy.
void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
Creates a sound on an entity.
asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade. Avoids enemies hearing the sound if afFadeTime is at least 0.1f
abSaveSound - if true, a looping sound will “remember” its playback state (currently playing/stopped), and that state will be restored the next time the level is entered. If true, the sound is never attached to the entity! Note that saving should only be used on looping sounds!
Derp.