<?xml version="1.0" encoding="utf-8"?>
<root>
	<!-- Audio setup -->
	<Integer	id="MIX_RATE">44100</Integer>
	<Integer	id="MAX_SOFTWARE_CHANNELS">32</Integer>
	<String		id="AUDIO_SYSTEM">FModAudio</String>

	<!--
		User-defined "base" groups.  Another means to have more general control over track volumes.
		For example, a sound may be classified as "sfx" in its definition, but it can also be
		linked to the "environment_fx" base group so that it uses both the "sfx" and
		"environment_fx" volume settings.  Only really handy for audio tweaking I guess...
	-->
	<Vector id="base_group_info">
		<BaseGroup name="ambient_base"			volume="0.6" />
		<BaseGroup name="ambient_sweetener"		volume="0.6" />
		<BaseGroup name="ambient_swell"			volume="0.8" />
		<BaseGroup name="environment_fx"		volume="0.8" />
		<BaseGroup name="scare_moment"			volume="1.0" />
		<BaseGroup name="interface"				volume="0.7" />
		<BaseGroup name="rewards"				volume="1.0" />
		<BaseGroup name="feedback"				volume="1.0" />
		<BaseGroup name="music"					volume="1.0" />
	</Vector>
	
	<!-- SoundDefinition defs -->
	<Vector id="sound_def_info">

		<SoundDefinition id="HINT_OPEN"				resource_id="CF_SOUND_HINT_OPEN"	section="sounds_default" volume="0.6" type="sfx" base_group="interface" />
		<SoundDefinition id="HINT_CLOSE"			resource_id="CF_SOUND_HINT_CLOSE"	section="sounds_default" volume="0.6" type="sfx" base_group="interface" />
		<SoundDefinition id="DIALOG_SHOW"			resource_id="CF_SOUND_DIALOG_SHOW"	section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="DIALOG_HIDE"			resource_id="CF_SOUND_DIALOG_SHOW"	section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SOUND_CHECKBOX_OFF"	resource_id="CF_SOUND_CHECKBOX_OFF"	section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SOUND_CHECKBOX_ON"		resource_id="CF_SOUND_CHECKBOX_ON"	section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SOUND_TICK"			resource_id="CF_SOUND_TICK"			section="sounds_default" volume="0.5" type="sfx" base_group="interface" />

		<SoundDefinition id="SLIDER_SFX_1"			resource_id="CF_SOUND_SLIDER_1"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SLIDER_SFX_2"			resource_id="CF_SOUND_SLIDER_2"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SLIDER_SFX_3"			resource_id="CF_SOUND_SLIDER_3"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SLIDER_SFX_4"			resource_id="CF_SOUND_SLIDER_4"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SLIDER_SFX_5"			resource_id="CF_SOUND_SLIDER_5"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SLIDER_SFX_6"			resource_id="CF_SOUND_SLIDER_6"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		<SoundDefinition id="SLIDER_SFX_7"			resource_id="CF_SOUND_SLIDER_7"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />

		<SoundDefinition id="SOUND_BUTTON"			resource_id="CF_SOUND_BUTTON"		section="sounds_default" volume="0.5" type="sfx" base_group="interface" />
		
		<!-- Used when clicking on a rotate/reset button ingame -->
		<SoundDefinition id="BUTTON_CLICK_FX"		resource_id="CF_SOUND_BUTTON"		section="sounds_default" volume="0.5" type="sfx" base_group="feedback" />
		<!-- When finding a hidden object -->
		<SoundDefinition id="GOOD_CLICK_FX"			resource_id="CF_GOOD_CLICK"		    section="sounds_default" volume="0.6" type="sfx" base_group="feedback" />
		<!-- Whenever a click does nothing -->
		<SoundDefinition id="BAD_CLICK_FX"			resource_id="CF_BAD_CLICK"		    section="sounds_default" volume="0.6" type="sfx" base_group="feedback" />
		<!-- Whenever placing an object back in the layout -->
		<SoundDefinition id="PLACE_OBJECT"			resource_id="CF_PLACE_OBJECT"	    section="sounds_game" 	 volume="0.6" type="sfx" base_group="feedback" />
		<!-- Whenever you click a locked object -->
		<SoundDefinition id="LOCK_CLICK_FX"			resource_id="CF_BLOCKED_OBJECT"		section="sounds_game" volume="0.6" type="sfx" base_group="feedback" />
		<!-- Whenever you click a POI -->
		<SoundDefinition id="POI_CLICK_FX"			resource_id="CF_SWITCH_LOCATION"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Whenever you click an exit -->
		<SoundDefinition id="EXIT_CLICK_FX"			resource_id="CF_SWITCH_LOCATION"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
    	<!-- Whenever you need to find a new object -->
    	<SoundDefinition id="OBJECT_SWOOSH"			resource_id="CF_OBJECT_SWOOSH"	  	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
    	<SoundDefinition id="OBJECT_HIGHLIGHT"		resource_id="CF_OBJECT_HIGHLIGHT"	section="sounds_game" volume="0.5" type="sfx" base_group="feedback" />
    	<!-- Whenever you do something well -->
    	<SoundDefinition id="WELL_DONE"         	resource_id="CF_WELL_DONE"        	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Mirror puzzle piece -->
		<SoundDefinition id="MIRROR_PIECE_PLACED"	resource_id="CF_MIRROR_PIECE_PLACED"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- LED lights -->
		<SoundDefinition id="LED_ON"	resource_id="CF_LED_ON"		section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<SoundDefinition id="LED_OFF"	resource_id="CF_LED_OFF"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Manual page moved -->
		<SoundDefinition id="MANUAL_PAGE"	resource_id="CF_MANUAL_PAGE"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Phone number paper moved -->
		<SoundDefinition id="MOVE_PAPER"	resource_id="CF_MOVE_PAPER"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Boathouse lock pin open -->
		<SoundDefinition id="PIN_OPEN"		resource_id="CF_PIN_OPEN"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Boathouse lock pin closed -->
		<SoundDefinition id="PIN_CLOSED"	resource_id="CF_PIN_CLOSED"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Boathouse lock unlocked -->
		<SoundDefinition id="UNLOCKED"	resource_id="CF_BIG_BAR_OPEN"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<!-- Fire kindling removed -->
		<SoundDefinitionGroup id="KINDLING_TAKEN"	type="sfx" base_group="feedback" >
			<Vector id="sound_defs">
				<SoundDefinition id="KINDLING_1" resource_id="CF_KINDLING_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="KINDLING_2" resource_id="CF_KINDLING_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="KINDLING_3" resource_id="CF_KINDLING_3"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		<!-- Boathouse lock disc rotated -->
		<SoundDefinitionGroup id="ROTATE_DISC"	type="sfx" base_group="feedback" >
			<Vector id="sound_defs">
				<SoundDefinition id="ROTATE_DISC_1" resource_id="CF_ROTATE_DISC_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="ROTATE_DISC_2" resource_id="CF_ROTATE_DISC_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="ROTATE_DISC_3" resource_id="CF_ROTATE_DISC_3"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		<!-- Boathouse lock block moved -->
		<SoundDefinitionGroup id="SLIDE_BLOCK"	type="sfx" base_group="feedback" >
			<Vector id="sound_defs">
				<SoundDefinition id="SLIDE_BLOCK_1" resource_id="CF_SLIDE_BLOCK_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SLIDE_BLOCK_2" resource_id="CF_SLIDE_BLOCK_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SLIDE_BLOCK_3" resource_id="CF_SLIDE_BLOCK_3"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>

		<!-- FX -->
		<SoundDefinition id="BASEMENT_WATER_DRIP" resource_id="CF_SOUND_WATER_DRIP" section="sounds_game" volume="0.6" pan="0" pitch="1.0" repeat_count="-1" type="sfx" base_group="environment_fx" >
			<PlaybackVariation id="repeat_delay_range"	min_value="1500"	max_value="4000"/>
			<PlaybackVariation id="volume_range"		min_value="0.1"		max_value="0.3"/>
			<!--PlaybackVariation id="pan_range"			min_value="-0.5"	max_value="0.5"/>
			<PlaybackVariation id="pitch_range"			min_value="0.5"		max_value="2.0"/-->
		</SoundDefinition>

		<SoundDefinition id="LAKESIDE_FIRE" resource_id="CF_FIRE_LOOP" section="sounds_game" volume="0.6" pitch="1.0" repeat_count="-1" type="sfx" base_group="environment_fx" />
    	<SoundDefinition id="LIVINGROOM_CLOCK" resource_id="CF_CLOCKTICK_LOOP" section="sounds_game" volume="0.6" pitch="1.0" repeat_count="-1" type="sfx" base_group="environment_fx" />

		<SoundDefinition id="BEDROOM_RADIO_STATIC" resource_id="CF_SOUND_RADIO_STATIC_AMBIENT" section="sounds_game" volume="1.0" repeat_count="-1" type="sfx" base_group="environment_fx" >
			<PlaybackVariation id="volume_range"		min_value="0.8"		max_value="1.0"/>
		</SoundDefinition>
		<SoundDefinition id="BEDROOM_RADIO_NEWS"	resource_id="CF_SOUND_RADIO_NEWS"	section="sounds_game" volume="1.0" type="sfx" base_group="environment_fx" />
		<SoundDefinition id="BEDROOM_RADIO_MUSIC"	resource_id="CF_SOUND_RADIO_MUSIC"	section="sounds_game" volume="1.0" type="sfx" base_group="environment_fx" />

		<SoundDefinition id="BEND_METAL_CORNER"		resource_id="CF_BEND_METAL_CORNER"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<SoundDefinition id="SPILL_BOLTS"			resource_id="CF_SPILL_BOLTS"		section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<SoundDefinition id="PULL_ROSE_BRANCHES"	resource_id="CF_PULL_ROSE_BRANCHES"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<SoundDefinition id="PORCH_ROCK_MOVING"		resource_id="CF_PORCH_ROCK_MOVE"	section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		<SoundDefinition id="ELECTRIC_SHOCK"		resource_id="CF_ELECTRIC_SHOCK"		section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
    	<SoundDefinition id="CAR_JACK"				resource_id="CF_CAR_JACK"			section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
    	<SoundDefinition id="RUST_RUB"				resource_id="CF_RUST_RUB"			section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
    	<SoundDefinition id="RUST_SPRAY"			resource_id="CF_RUST_SPRAY"			section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
    	<SoundDefinition id="CARD_MACHINE"			resource_id="CF_CARD_MACHINE"		section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
    	<SoundDefinition id="PRINT"					resource_id="CF_PRINT"				section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />
		
		<SoundDefinition id="TELEPHONE_DIAL"		resource_id="CF_TELEPHONE_DIAL"			section="sounds_game" volume="1.0" type="sfx"  base_group="feedback" />
		<SoundDefinition id="TELEPHONE_DIAL_TONE"	resource_id="CF_DIAL_TONE"				section="sounds_game" volume="1.0" type="sfx" repeat_count="-1"  base_group="feedback" />
		<SoundDefinition id="TELEPHONE_WRONG"		resource_id="CF_DIAL_TONE_WRONG"		section="sounds_game" volume="1.0" type="sfx" repeat_count="-1"  base_group="feedback" />
		<SoundDefinition id="TELEPHONE_BREATHING"	resource_id="CF_TELEPHONE_BREATHING"	section="sounds_game" volume="1.0" type="sfx" repeat_count="-1"  base_group="feedback" />
		<SoundDefinition id="TELEPHONE_RESET"		resource_id="CF_TELEPHONE_RESET"		section="sounds_game" volume="0.8" type="sfx"  base_group="feedback" />
		
		<SoundDefinition id="RADIO_SWITCH"			resource_id="CF_RADIO_SWITCH"		section="sounds_game" volume="1.0" type="sfx"  base_group="feedback" />
		<SoundDefinition id="CROW_SCREAM"			resource_id="CF_CROW_SCARED"		section="sounds_game" volume="1.0" type="sfx"  base_group="feedback" />

		<SoundDefinition id="DOORBANG_1"				resource_id="CF_DOORBANG_1"				section="sounds_game" volume="1.0" type="sfx" base_group="environment_fx" />
		<SoundDefinition id="DOORBANG_2"				resource_id="CF_DOORBANG_2"				section="sounds_game" volume="1.0" type="sfx" base_group="environment_fx" />
		<SoundDefinition id="DOORBANG_3"				resource_id="CF_DOORBANG_3"				section="sounds_game" volume="1.0" type="sfx" base_group="environment_fx" />
		<SoundDefinition id="PUSHDOOR_1"				resource_id="CF_PUSHDOOR_1"				section="sounds_game" volume="1.0" type="sfx" base_group="environment_fx" />
		<SoundDefinition id="PUSHDOOR_2"				resource_id="CF_PUSHDOOR_2"				section="sounds_game" volume="1.0" type="sfx" base_group="environment_fx" />
		<SoundDefinition id="HITHOOK"					resource_id="CF_HITHOOK"				section="sounds_game" volume="1.0" type="sfx" base_group="feedback" />

		<SoundDefinition id="SHADOW_SCARE_1"			resource_id="CF_SHADOW_SCAREMOMENT_1"	section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="SHADOW_SCARE_2"			resource_id="CF_SHADOW_SCAREMOMENT_2"	section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="SMALL_SCAREMOMENT"			resource_id="CF_SMALL_SCAREMOMENT"		section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="MEDIUM_SCAREMOMENT"		resource_id="CF_MEDIUM_SCAREMOMENT"		section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="SUPERSIZED_SCAREMOMENT"	resource_id="CF_BIG_SCAREMOMENT"		section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		
		<SoundDefinition id="FLASHLIGHT_IN_FACE"	resource_id="CF_FLASHLIGHT_IN_FACE"	section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="HUT_RADIO_GLOW"		resource_id="CF_RADIO_GLOW"			section="sounds_game" volume="0.2" type="sfx" base_group="environment_fx" />
		<SoundDefinition id="CAT_HISS"				resource_id="CF_SHED_CAT_HISS"		section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="ANGRY_BOBCAT"			resource_id="CF_ANGRY_BOBCAT"		section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="VERY_ANGRY_BOBCAT"		resource_id="CF_VERY_ANGRY_BOBCAT"	section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="RAVEN_FLY_ACROSS"		resource_id="CF_RAVEN_FLY_ACROSS"	section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
		<SoundDefinition id="HOOKMAN_FACE"			resource_id="CF_HOOKMAN_FACE"		section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />
    	<SoundDefinition id="JACK_IN_BOX"     resource_id="CF_JACK_IN_BOX"      section="sounds_game" volume="1.0" type="sfx" base_group="scare_moment" />

		<SoundDefinition id="CRYPT_FIRE"			resource_id="CF_FIRE_LOOP" section="sounds_game" volume="0.3" pitch="1.0" repeat_count="-1" type="sfx" base_group="environment_fx" />

		<SoundDefinition id="DIALOG_TRIAL"			resource_id="CF_TRIAL_BASEMENT" section="sounds_default" volume="1.0" type="sfx" base_group="interface" />
		<!-- Firefly -->
		<SoundDefinitionGroup id="FIREFLY_WINGS" type="sfx" base_group="interface" >
			<Vector id="sound_defs">
				<SoundDefinition id="SOUND_1" resource_id="CF_FIREFLY_WINGS_1"	section="sounds_game" volume="0.02" />
				<SoundDefinition id="SOUND_2" resource_id="CF_FIREFLY_WINGS_2"	section="sounds_game" volume="0.02" />
			</Vector>
		</SoundDefinitionGroup>
		<SoundDefinition id="FIREFLY_FLYING"	resource_id="CF_FIREFLY_FLYING"	section="sounds_game" volume="0.1" type="sfx" base_group="interface" />

		<!-- Streamed sounds -->
		<SoundDefinition id="MENU_MUSIC" resource_id="CF_MENU_MUSIC" section="sounds_default" volume="1.0" repeat_count="-1" type="music" base_group="music" />
		<SoundDefinition id="GAME_MUSIC" resource_id="CF_GAME_MUSIC" section="sounds_default" volume="1.0" repeat_count="-1" type="music" base_group="music" />
		
		<!-- Ambiences -->
		<SoundDefinition id="INDOOR_AMBIENCE"	resource_id="CF_AMBIENCE_1" section="sounds_game" volume="1.0" repeat_count="-1" type="music" base_group="ambient_base"/>
		<SoundDefinition id="OUTSIDE_AMBIENCE"	resource_id="CF_AMBIENCE_2" section="sounds_game" volume="1.0" repeat_count="-1" type="music" base_group="ambient_base"/>
		<SoundDefinition id="SPOOKY_AMBIENCE"	resource_id="CF_AMBIENCE_3" section="sounds_game" volume="1.0" repeat_count="-1" type="music" base_group="ambient_base"/>

		<SoundDefinitionGroup id="THEME_SWELL_GROUP" repeat_count="-1" type="music" base_group="ambient_swell">
			<PlaybackVariation id="repeat_delay_range"	min_value="20000"	max_value="30000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="THEME_SWELL_1" resource_id="CF_THEME_SWELL_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="THEME_SWELL_2" resource_id="CF_THEME_SWELL_2"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		
		<SoundDefinitionGroup id="SWELL_GROUP_1" repeat_count="-1" type="music" base_group="ambient_swell">
			<PlaybackVariation id="repeat_delay_range"	min_value="25000"	max_value="40000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="SWELL_1" resource_id="CF_SWELL_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SWELL_2" resource_id="CF_SWELL_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SWELL_3" resource_id="CF_SWELL_3"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		<!-- Sweeteners -->
		<SoundDefinitionGroup id="INDOOR_SWEETENERS" repeat_count="-1" type="music" base_group="ambient_sweetener">
			<PlaybackVariation id="repeat_delay_range"	min_value="30000"	max_value="100000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="INSIDE_SWEET_1" resource_id="CF_AMBIENCE_1_SWEET_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="INSIDE_SWEET_2" resource_id="CF_AMBIENCE_1_SWEET_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="INSIDE_SWEET_3" resource_id="CF_AMBIENCE_1_SWEET_3"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="INSIDE_SWEET_4" resource_id="CF_AMBIENCE_1_SWEET_4"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="INSIDE_SWEET_5" resource_id="CF_AMBIENCE_1_SWEET_5"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="INSIDE_SWEET_6" resource_id="CF_AMBIENCE_1_SWEET_6"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		<SoundDefinitionGroup id="OUTSIDE_SWEETENERS" repeat_count="-1" type="music" base_group="ambient_sweetener">
			<PlaybackVariation id="repeat_delay_range"	min_value="30000"	max_value="100000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="OUTSIDE_SWEET_1" resource_id="CF_AMBIENCE_2_SWEET_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="OUTSIDE_SWEET_2" resource_id="CF_AMBIENCE_2_SWEET_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="OUTSIDE_SWEET_3" resource_id="CF_AMBIENCE_2_SWEET_3"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="OUTSIDE_SWEET_4" resource_id="CF_AMBIENCE_2_SWEET_4"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="OUTSIDE_SWEET_5" resource_id="CF_AMBIENCE_2_SWEET_5"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="OUTSIDE_SWEET_6" resource_id="CF_AMBIENCE_2_SWEET_6"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		<SoundDefinitionGroup id="SPOOKY_SWEETENERS" repeat_count="-1" type="music" base_group="ambient_sweetener">
			<PlaybackVariation id="repeat_delay_range"	min_value="30000"	max_value="100000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="SPOOKY_SWEET_1" resource_id="CF_AMBIENCE_3_SWEET_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SPOOKY_SWEET_2" resource_id="CF_AMBIENCE_3_SWEET_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SPOOKY_SWEET_3" resource_id="CF_AMBIENCE_3_SWEET_3"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SPOOKY_SWEET_4" resource_id="CF_AMBIENCE_3_SWEET_4"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SPOOKY_SWEET_5" resource_id="CF_AMBIENCE_3_SWEET_5"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="SPOOKY_SWEET_6" resource_id="CF_AMBIENCE_3_SWEET_6"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		
		<SoundDefinitionGroup id="CAT_SWEETENER_1" repeat_count="-1" type="sfx" base_group="ambient_sweetener">
			<PlaybackVariation id="repeat_delay_range"	min_value="20000"	max_value="60000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="CAT_1" resource_id="CF_CAT_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="CAT_2" resource_id="CF_CAT_2"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		
		<SoundDefinitionGroup id="DOOR_SWEETENER_1" repeat_count="-1" type="sfx" base_group="ambient_sweetener">
			<PlaybackVariation id="repeat_delay_range"	min_value="300000"	max_value="90000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="DOOR_1" resource_id="CF_DOOR_CREAK_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="DOOR_2" resource_id="CF_DOOR_CREAK_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="DOOR_3" resource_id="CF_DOOR_CREAK_3"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		
		<SoundDefinitionGroup id="FLOOR_SWEETENER_1" repeat_count="-1" type="sfx" base_group="ambient_sweetener">
			<PlaybackVariation id="repeat_delay_range"	min_value="60000"	max_value="120000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="FLOOR_1" resource_id="CF_FLOOR_CREAK_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="FLOOR_2" resource_id="CF_FLOOR_CREAK_2"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="FLOOR_3" resource_id="CF_FLOOR_CREAK_3"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>
		
		<SoundDefinitionGroup id="TREE_SWEETENER_1" repeat_count="-1" type="sfx" base_group="ambient_sweetener">
			<PlaybackVariation id="repeat_delay_range"	min_value="4000"	max_value="8000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="TREE_1" resource_id="CF_TREE_BRANCH_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="TREE_2" resource_id="CF_TREE_BRANCH_2"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>

		<SoundDefinitionGroup id="PINECONE_FALL" repeat_count="-1" type="sfx" base_group="environment_fx">
			<PlaybackVariation id="repeat_delay_range"	min_value="6000"	max_value="15000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="PINECONE_FALL" resource_id="CF_PINECONE_FALLING"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>

		<SoundDefinitionGroup id="TWIG_CRACK" repeat_count="-1" type="sfx" base_group="environment_fx">
			<PlaybackVariation id="repeat_delay_range"	min_value="10000"	max_value="15000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="CRACKING_TWIG" resource_id="CF_TWIG_CRACK"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>

		<SoundDefinitionGroup id="WATER_RIPPLE" repeat_count="-1" type="sfx" base_group="environment_fx">
			<PlaybackVariation id="repeat_delay_range"	min_value="2000"	max_value="6000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="CF_WATER_RIPPLE_1" resource_id="CF_WATER_RIPPLE_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="CF_WATER_RIPPLE_2" resource_id="CF_WATER_RIPPLE_2"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>

		<SoundDefinitionGroup id="WATER_ON_BOAT" repeat_count="-1" type="sfx" base_group="environment_fx">
			<PlaybackVariation id="repeat_delay_range"	min_value="2000"	max_value="4000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="CF_BOAT_WATER_1" resource_id="CF_BOAT_WATER_1"	section="sounds_game" volume="1.0" />
				<SoundDefinition id="CF_BOAT_WATER_2" resource_id="CF_BOAT_WATER_2"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>

		<SoundDefinitionGroup id="CRYPT_DRAUGHT" repeat_count="-1" type="sfx" base_group="environment_fx">
			<PlaybackVariation id="repeat_delay_range"	min_value="60000"	max_value="150000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="DRAUGHTY_CRYPT" resource_id="CF_DRAUGHT"	section="sounds_game" volume="1.0" />
			</Vector>
		</SoundDefinitionGroup>

		<SoundDefinitionGroup id="IRONDOOR_DRAUGHT" repeat_count="-1" type="sfx" base_group="environment_fx">
			<PlaybackVariation id="repeat_delay_range"	min_value="4000"	max_value="6000"/>
			<Vector id="sound_defs">
				<SoundDefinition id="DRAUGHTY_CRYPT" resource_id="CF_DRAUGHT"	section="sounds_game" volume="0.8" />
			</Vector>
		</SoundDefinitionGroup>
		
	</Vector>

</root>
