A ActiveSound

From ECWolf Wiki

A_ActiveSound [(int chance)]

Plays the calling actor's active sound. Chance gives the probability of the sound being played (0-256). If left out the sound will always play. Set to ASP_CHASE to emulate the probability of A_Chase. This is useful for Wolfenstein style monsters as the active sound would otherwised be played far more often than it should.

     GARD A 5 A_ActiveSound(ASP_CHASE) A_Chase("*", "*", CHF_NOPLAYACTIVE)