It might reference sound files that are there already.
In the GameInfo should be an entity for the ship and the sound references look like this
NumSoundsFor:ONATTACKORDERISSUED 4
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_2"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONATTACKORDERISSUED_3"
NumSoundsFor:ONCREATION 1
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONCREATION"
NumSoundsFor:ONGENERALORDERISSUED 3
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONGENERALORDERISSUED_2"
NumSoundsFor:ONSELECTED 3
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_0"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_1"
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSELECTED_2"
NumSoundsFor:ONSTARTPHASEJUMP 1
SoundID "CAPITALSHIP_PHASEBATTLESHIP_ONSTARTPHASEJUMP_0"
MeshNameInfoCount 1
MeshNameInfo
meshName "CapitalShip_PhaseBattleship"
criteriaType "None"
meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""
ExhaustParticleSystemName "Exhaust_PhaseBattleship"
ExplosionName "CapitalShip0"
CommandPoints
StartValue 0.600000
ValueIncreasePerLevel 0.200000
weaponCooldownDecreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.030000
weaponDamageIncreasePerc
StartValue 0.000000
ValueIncreasePerLevel 0.050000
HyperspaceChargingSoundID "HYPERSPACE_CHARGEUP"
HyperspaceTravelSoundID "HYPERSPACE_TRAVEL"
EngineSoundID "ENGINE_PHASECAPITALSHIP"
These are linked to GameInfo\SoundEffects.sounddata or GameInfo\SoundDialogue.sounddata which tells what sound is played for each SoundID