Yeah, it does. Actually, the name you give assign it in the sound pool matters too. Check out SoundPool.addSound(). It appears to creates its own reference from the name you give it. It creates this reference as follows:
1) cuts off everything after the first "." character.
2) cuts off any digits at the end (this is so all similar sounds will be saved under the same reference)
3) transmutes all "/" to "."
So if you give it the string mod/sound/hey.wav the reference it creates will be mod.sound.hey; it'll be that reference which you'll need to access later.
Not only that, but it will save the "original" name you gave it as a SoundEntry field, and which will be read in the method SoundManager.playSound(). I think this is so that it can correctly choose a codec for the sound file.
This is my code, which works with my files, even in the zip:
// Initializes our entries into the Sound Pool
public void onLoadSoundSettings(SoundManager soundManager) {
String [] soundFiles = {
"horse/whinny3.wav",
"horse/whinny4.wav",
"horse/snort.wav",
"horse/snort2.wav",
"horse/death.wav",
"horse/hurt.wav"};
for (int i = 0; i < soundFiles.length; i++){
soundManager.getSoundsPool().addSound(soundFiles[i], this.getClass().getResource("/MountsMod/sound/" + soundFiles[i]));
}
}
So to access a random whinny noise, I just reference "horse.whinny".