Originally I wanted to learn how sound replication is handled correctly, so I took a look into Multiplayer Shootout Example (I reinstalled newest version to verify my results). Most of Sounds are actually just played on Server and one from a Multicast. So I wondered if its enough to call “play sound at location” just on server and every client will hear it.
As testing this on a local machine is somewhat problematic I got idea to test with dedicated server. I didn’t hear any sound when running dedicated server, so it seemed like calling “play sound” on server isn’t replicating it. But then I noticed sounds weren’t only thing missing, in fact not even projectile was spawned.
So after all only thing I’ve learned is that one shouldn’t use Multiplayer Shootout (in it’s current state) as learning resource. That’s bad.