You put the files with your resource (best choice), or wherever next to your model folder.
Open ModelEditor and press File->Open, Select a monster o3d file (example, Mvr_Aibatt.o3d).
It will load the monster with animations, when you select an animation on the right side, it will show some dots on the bottom panel..
[Only registered and activated users can see links. Click Here To Register...]
Double click on the colored dots to remove the sounds, and to add a sound, double click wherever you want the sound to start.
This window will open:
[Only registered and activated users can see links. Click Here To Register...]
Then you choose the sound you want the monster to make.
SND_* ID's can be edited with definesound.h & sound.inc
DefineSound.h is used to add a new ID
Sound.inc is used to add a sound to that ID.
So in short,
Select animation, select what sound to play on that animation.
When done, Go to File-> Save
You can also check here on what gives what.
[Only registered and activated users can see links. Click Here To Register...]
Hit/shoot -> Plays correct SFX if added (Cannot be chosen in modeleditor)
Sound -> Plays sound
Quake -> Makes the world ingame Quake, is used mostly for bigger boss monster such as Clockworks, Behe etc..