/************************************************************************
**
**		MARCH!:Offworld Recon Sound Attributes file
**
** This file contains attributes for the following:
**
**	Sound
**
**
** NOTES:
**
**  1) All time is specified in seconds (unless otherwise noted)
**  2) The Float type is the same as Real (i.e., 1.0 or 1.5)
**
*/

/************************************************************************
**
** SOUND Attributes
**
**	Parent (String)
**		The parent attribute.
**
**
**	Path0 - N (String)
**
**		The name of the sound to be played.  If more than one a random one will
**		be selected.	
**
**
**	Weight0 - N (Integer)
**
**		The random chance 'weight' of the sound. These numbers will get added
**      together and then randomly chosen between.   For instance, if you had
**      two sound to choose from and the first had a weight '1' and the second
**      had a weight '2'... then the first sound would get played 33% of the time
**      and the second one would get played 66% of the time.
**
**      This value will default to '1' if the parameter doesn't exist.
**
**
**	PlaySoundLocal (1 or 0)
**
**		Should the sound be played locally or 3D?
**
**
**	InnerRadius (Float)
**
**		The inner dimension of the sound radius in game units.  Note that lip-synced
**		sounds ignore this and set the inner radius to be 25% of outer radius.
**
**
**	OuterRadius (Float)
**
**		The outer dimension of the sound radius in game units.
**
**
**	Pitch (Float)
**
**		The pitch adjustment to the sound. 1.0 would play the sound as recorded.
**
**	
**	Volume (Int)
**
**		The volume of the sound, 100 = Max.
**
**
**	LoopSound (1 or 0)
**
**		Should the sound be played looping.
**
**
**	GetHandle (1 or 0)
**
**		Unless you know what you're doing, Don't touch this!
**		Should the call to PlaySound be forced to return a handle to the sound.
**		Character sounds automatically set this.  
**
**
**	ServerTime (1 or 0)
**
**		Should the server be forced to time the sound.
**
**
**	ServerTimeSync (1 or 0)
**
**		Should the server syncronize the sound to the server clock.
**
**
**	AllowReverb (1 or 0)
**
**		Should the sound be allowed to reverberate.
**
**
**	PlayOnce (1 or 0)
**
**		Should the sound be played only once, (reduces memory overhead).
**
**
**	PlayChance (Float)
**
**		The percent chance that a sound will be played at all, 1.0 = 100%.
**
**
**	Priority (0, 1, 2)
**
**		The sound priority, 0 = Low, 1 = Medium, 2 = High.
**
**  LipSync (1 or 0)
**		
**		If set to 1, the sound will try to be lip-synced by the character playing it.
**      If the character cannot lip sync, the sound will not be played!
**
**
**  MinDelay (seconds)
**  MaxDelay (seconds)
**		Characters will wait between MinDelay and MaxDelay seconds before trying to play from this sound-set again 
**	    If PlayChance is less than 1, they will not play the sound but they will still wait this long
**      before trying again. The wait time includes the time spent playing the sound! So if the sound 
**		is 3 seconds long and the wait time is 3.5 seconds, there will only by 0.5 seconds between each sound.
**
*/


/************************************************************************
**	Base Parents
*/

[BaseLocalSound]

PlaysoundLocal      = 1			// DON'T CHANGE: If this is true, the sound is client only, else it is 3D
InnerRadius         = 0.0
OuterRadius         = 0.0
Pitch               = 1.0
Volume              = 100
PlayClientLocal     = 0			// Sound is played with PLAYSOUND_LOCAL for player specified
LoopSound           = 0			// Loop the sound
GetHandle           = 0			// Handle requested (not needed with loop sound)
ServerTime          = 0			// Server must time sound
ServerTimeSync      = 0			// Playback synchronized with server clock
AllowReverb         = 0			// Allow reverb
PlayOnce            = 0			// This sound will only be played once (reduces memory overhead)
Priority            = 0
PlayChance          = 1.0


[Base3DSound]

PlaysoundLocal      = 0			// DON'T CHANGE: If this is true, the sound is client only, else it is 3D
InnerRadius         = 300.0
OuterRadius         = 1200.0
Pitch               = 1.0
Volume              = 100
PlayClientLocal     = 0			// Sound is played with PLAYSOUND_LOCAL for player specified
LoopSound           = 0			// Loop the sound
GetHandle           = 0			// Handle requested (not needed with loop sound)
ServerTime          = 0			// Server must time sound
ServerTimeSync      = 0			// Playback synchronized with server clock
AllowReverb         = 0			// Allow reverb
PlayOnce            = 0			// This sound will only be played once (reduces memory overhead)
Priority            = 0
PlayChance          = 1.0


[BasePropTouchSound]

PlaysoundLocal      = 0			// DON'T CHANGE: If this is true, the sound is client only, else it is 3D
InnerRadius         = 300.0
OuterRadius         = 1200.0
Pitch               = 1.0
Volume              = 100
PlayClientLocal     = 0			// Sound is played with PLAYSOUND_LOCAL for player specified
LoopSound           = 0			// Loop the sound
GetHandle           = 1			// Handle requested (not needed with loop sound)
ServerTime          = 0			// Server must time sound
ServerTimeSync      = 0			// Playback synchronized with server clock
AllowReverb         = 0			// Allow reverb
PlayOnce            = 0			// This sound will only be played once (reduces memory overhead)
Priority            = 0
PlayChance          = 1.0


[BaseSFXObjSound]	// Only derive off this parent for sounds that will be played via the
					// SoundObject.

PlaysoundLocal      = 0			// DON'T CHANGE: If this is true, the sound is client only, else it is 3D
InnerRadius         = 50.0
OuterRadius         = 600.0
Pitch               = 1.0
Volume              = 100
PlayClientLocal     = 0			// Sound is played with PLAYSOUND_LOCAL for player specified
LoopSound           = 0			// Loop the sound
GetHandle           = 1			// Handle requested (not needed with loop sound)
ServerTime          = 1			// Server must time sound
ServerTimeSync      = 0			// Playback synchronized with server clock
AllowReverb         = 0			// Allow reverb
PlayOnce            = 0			// This sound will only be played once (reduces memory overhead)
Priority            = 0
PlayChance          = 1.0


[BaseLightningFXSound]

PlaysoundLocal      = 0			// DON'T CHANGE: If this is true, the sound is client only, else it is 3D
InnerRadius         = 1500.0
OuterRadius         = 3000.0
Pitch               = 1.0
Volume              = 100
PlayClientLocal     = 0			// Sound is played with PLAYSOUND_LOCAL for player specified
LoopSound           = 0			// Loop the sound
GetHandle           = 0			// Handle requested (not needed with loop sound)
ServerTime          = 0			// Server must time sound
ServerTimeSync      = 0			// Playback synchronized with server clock
AllowReverb         = 0			// Allow reverb
PlayOnce            = 0			// This sound will only be played once (reduces memory overhead)
Priority            = 0
PlayChance          = 1.0


/************************************************************************
**	Sound - Null Sound needed for DEdit
*/

[None]


/************************************************************************
**	Sound - Jump Sounds
*/

[Jump]

Parent              = "Base3DSound"
InnerRadius         = 50.0
OuterRadius         = 600.0

[HumanJump]
Parent				= "Jump"
Path0	        	= "Sounds\Characters\Jumps\Meatbot\jump0.wav"
Path1	        	= "Sounds\Characters\Jumps\Meatbot\jump1.wav"


/************************************************************************
	**	Sound - Jump Sounds
*/

[JumpLocal]

Parent              = "Base3DSound"
PlayClientLocal     = 1
InnerRadius         = 50.0
OuterRadius         = 600.0

[HumanJumpLocal]
Parent				= "JumpLocal"
Path0	        	= "Sounds\Characters\Jumps\Meatbot\jump0.wav"
Path1	        	= "Sounds\Characters\Jumps\Meatbot\jump1.wav"



/************************************************************************
**	Sound - Land Sounds
*/

[Land]

Parent              = "Base3DSound"
InnerRadius         = 50.0
OuterRadius         = 600.0

[HumanLand]
Parent				= "Land"
Path0				= "Sounds\Characters\Lands\Meatbot\Land0.wav"
Path1				= "Sounds\Characters\Lands\Meatbot\Land1.wav"


/************************************************************************
**	Sound - Land Sounds
*/

[LandLocal]

Parent              = "Base3DSound"
PlayClientLocal     = 1
InnerRadius         = 50.0
OuterRadius         = 600.0

[HumanLandLocal]
Parent				= "LandLocal"
Path0				= "Sounds\Characters\Lands\Meatbot\Land0.wav"
Path1				= "Sounds\Characters\Lands\Meatbot\Land1.wav"


/************************************************************************
**	Sound - Move Sounds
*/

[Move]

Parent              = "Base3DSound"
PlayChance          = 0.5
InnerRadius         = 250.0
OuterRadius         = 900.0

[HumanMove]
Parent				= "Move"
Path0               = "Sounds\Characters\Meatbot\movement1.wav"
Path1               = "Sounds\Characters\Meatbot\movement2.wav"
Path2               = "Sounds\Characters\Meatbot\movement3.wav"
Path3               = "Sounds\Characters\Meatbot\movement4.wav"
Path4               = "Sounds\Characters\Meatbot\movement5.wav"
Path5               = "Sounds\Characters\Meatbot\movement6.wav"
Path6               = "Sounds\Characters\Meatbot\movement7.wav"
Path7               = "Sounds\Characters\Meatbot\movement8.wav"


/************************************************************************
**	Sound - Grenade Bounce
*/ 	

[GrenBounce]

Parent              = "Base3DSound"
Path0               = "Sounds\Weapons\Meatbot\Grenade\bounce.wav"
InnerRadius         = 50.000000
OuterRadius         = 1000.000000
GetHandle			= 1


/************************************************************************
**	Sound - Crystal Bounce
*/ 	

[CrystalBounce]

Parent              = "Base3DSound"
Path0               = "Sounds\CBounce.wav"
InnerRadius         = 50.000000
OuterRadius         = 1000.000000
GetHandle			= 1


/************************************************************************
**	Sound - Accelerator Bounce
*/ 	

[AcceleratorBounce]

Parent              = "Base3DSound"
Path0               = "Sounds\Weapons\Meatbot\Accelerator\bounce.wav"
InnerRadius         = 50.000000
OuterRadius         = 1000.000000
GetHandle			= 1


/************************************************************************
**	Sound - Pain
*/

[Pain]

Parent              		= "Base3DSound"
PlayClientLocal     		= 1
InnerRadius         		= 200.000000
OuterRadius         		= 4000.000000
MinDelay			= 0.3
MaxDelay			= 1.5

[HumanPain]
Parent				= "Pain"
Path0				= "Sounds\Characters\Meatbot\Pain1MB.wav"
Path1				= "Sounds\Characters\Meatbot\Pain2MB.wav"
Path2				= "Sounds\Characters\Meatbot\Pain3MB.wav"
Path3				= "Sounds\Characters\Meatbot\Pain4MB.wav"
LipSync				= 1


/************************************************************************
**	Sound - plant1
*/

[Plant1]

Parent              = "BasePropTouchSound"
Path0               = "sounds\events\touchplant.wav"

/************************************************************************
**	Sound - plant2
*/

[Plant2]

Parent              = "BasePropTouchSound"
Path0               = "sounds\events\touchplant.wav"

/************************************************************************
**	Sound - Marine Weapon Interface Open
*/

[MarineInterfaceOpen]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Interface\Marineopen.wav"

/************************************************************************
**	Sound - Marine Weapon Interface Close
*/

[MarineInterfaceClose]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Interface\Marineclose.wav"

/************************************************************************
**	Sound - Marine Weapon Interface Scroll
*/

[MarineInterfaceScroll]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Interface\Marinescroll.wav"

/************************************************************************
**	Sound - Marine Weapon Interface Alt Fire Scroll
*/

[MarineInterfaceAltFireScroll]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Interface\Marinealtscroll.wav"


/************************************************************************
**	Sound - Low Amb Bangs
*/

[LowAmbBangs]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_lowbang_1.WAV"
Path1               = "Sounds\Ambients\1_lowbang_2.WAV"
Path2               = "Sounds\Ambients\1_lowbang_3.WAV"
Path3               = "Sounds\Ambients\1_lowbang_4.WAV"

/************************************************************************
**	Sound - Thunder
*/

[Thunder]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\thunder_1.wav"
Weight0             = 25
Path1               = "Sounds\Ambients\thunder_2.wav"
Weight1             = 75


/************************************************************************
**	Sound - Temp2
*/

[Temp2]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\thunder_1.wav"
Weight0             = 1

/************************************************************************
**	Sound - Temp3
*/

[Temp3]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\thunder_1.wav"
Weight0             = 1

/************************************************************************
**	Sound - Temp4
*/

[Temp4]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\thunder_1.wav"
Weight0             = 1


/************************************************************************
**	Sound - Flare_Impact
*/

[Flare_Impact]

Parent              = "Base3DSound"
Path0               = "Sounds\Impacts\Bullet\cloth1.wav"


/************************************************************************
**	Sound - On Failed
*/

[failed_on]

Parent              = "BaseLocalSound"
Path0               = "Sounds\weapons\marine\failed_on.wav"


/************************************************************************
**	Sound - Ammo Box Open
*/

[ammo_open]

Parent              = "Base3DSound"
Path0               = "sounds\items\ammo_open.wav"
PlayClientLocal     = 1


/************************************************************************
**	Sound - Ammo Close
*/

[ammo_close]

Parent              = "Base3DSound"
Path0               = "sounds\items\ammo_close.wav"
PlayClientLocal     = 1


/************************************************************************
**	Sound - Ammo Locked
*/

[ammo_locked]

Parent              = "Base3DSound"
Path0               = "sounds\items\ammo_locked.wav"
PlayClientLocal     = 1
	

/************************************************************************
**	Sound - Low Signal Mode Loop :: cpt
*/

[low_signal_loop]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Ambients\CutterLoop.WAV"
LoopSound           = 1

/************************************************************************
**	Sound - Metal Creaks	
*/

[MetCreak_oneoffs]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_metcreak_1.WAV"
Path1               = "Sounds\Ambients\1_metcreak_2.WAV"
Path2               = "Sounds\Ambients\1_metcreak_3.WAV"
Path3               = "Sounds\Ambients\1_metcreak_4.WAV"
Path4               = "Sounds\Ambients\1_metcreak_5.WAV"


/************************************************************************
**	Sound - LFX_NearThunder
*/

[LFX_NearThunder]

Parent              = "BaseLightningFXSound"
Path0               = "Sounds\Ambients\thunder_1.wav"
Weight0             = 1

/************************************************************************
**	Sound - LFX_FarThunder
*/

[LFX_FarThunder]

Parent              = "BaseLightningFXSound"
Path0               = "Sounds\Ambients\thunder_2.wav"
Weight0             = 1

[LFX_Discharge]     //SL: Broken Lightning Discharge (spaceship2)

Parent              = "BaseLightningFXSound"
Path0               = "Sounds\Ambients\elbulb01.wav"
Weight0             = 1


[LFX_BDischarge]     //SL: Lightning Discharge (spaceship2)

Parent              = "BaseLightningFXSound"
Path0               = "Sounds\ElecThunder1.wav"
Weight0             = 1


/************************************************************************
**	Sound - Eerie2_oneoffs	
*/

[Eerie2_oneoffs]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_eerie2_1.wav"
Path1               = "Sounds\Ambients\1_eerie2_2.wav"
Path2               = "Sounds\Ambients\1_eerie2_3.wav"
Path3               = "Sounds\Ambients\1_eerie2_4.wav"
Path4               = "Sounds\Ambients\1_eerie2_5.wav"
Volume              = 30

/************************************************************************
**	Sound - FlickerLight
*/

[FlickerLight]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_flickerlight_1.wav"
Path1               = "Sounds\Ambients\1_flickerlight_2.wav"
Path2               = "Sounds\Ambients\1_flickerlight_3.wav"
InnerRadius         = 50.0
OuterRadius         = 800.0


/************************************************************************
**	Sound - WindCaveHowl_oneoffs
*/

[WindCaveHowls]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_windcavehowl_1.WAV"
Path1               = "Sounds\Ambients\1_windcavehowl_2.WAV"

/************************************************************************
**	Sound - WindHowl_oneoffs
*/

[WindHowls]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_windhowl_1.WAV"
Path1               = "Sounds\Ambients\1_windhowl_2.WAV"
Path2               = "Sounds\Ambients\1_windhowl_3.WAV"
Path3               = "Sounds\Ambients\1_windhowl_4.WAV"

/************************************************************************
**	Sound - WindLight_oneoffs
*/

[WindLight]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_windlight_1.WAV"
Path1               = "Sounds\Ambients\1_windlight_2.WAV"
Path2               = "Sounds\Ambients\1_windlight_3.WAV"
Path3               = "Sounds\Ambients\1_windlight_4.WAV"

/************************************************************************
**	Sound - WindMed_oneoffs
*/

[WindMed]

Parent              = "BaseSFXObjSound"
Path0               = "Sounds\Ambients\1_windmed_1.WAV"
Path1               = "Sounds\Ambients\1_windmed_2.WAV"
Path2               = "Sounds\Ambients\1_windmed_3.WAV"
Path3               = "Sounds\Ambients\1_windmed_4.WAV"


/************************************************************************
**	Sound - buttons	
*/

[buttons]

Parent              = "Base3DSound"
Path0               = "Sounds\events\button_01.wav"
Path1               = "Sounds\events\button_02.wav"
Path2               = "Sounds\events\button_03.wav"
Path3               = "Sounds\events\button_04.wav"
Path4               = "Sounds\events\button_05.wav"
Path5               = "Sounds\events\button_06.wav"

InnerRadius         = 150.0
OuterRadius         = 1200.0


/************************************************************************
**	Sound - Flare Toss sound	
*/

[flaretoss]

Parent              = "Base3DSound"
Path0               = "Sounds\Weapons\Marine\flaretoss.wav"
PlayClientLocal     = 1
InnerRadius         = 150.0
OuterRadius         = 800.0


/************************************************************************
**	Sound - Objective typing sound
*/

[Typing]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Interface\objectivetype.wav"
LoopSound           = 1


/************************************************************************
**	Sound - Objective alert sound
*/

[Objective_Alert]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Interface\objectivealert.wav"
LoopSound           = 1


/************************************************************************
**      Sound - Meatgun 
*/

[MeatGunBarrelSelect]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Weapons\MeatBot\MeatGun\BarrelSelect.wav"

[MeatGunBarrelDeselect]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Weapons\MeatBot\MeatGun\BarrelDeselect.wav"

[MeatGunAltSelect]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Weapons\MeatBot\MeatGun\AltSelect.wav"

[MeatGunAltDeselect]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Weapons\MeatBot\MeatGun\AltDeselect.wav"

[MeatGunPowerupSelect]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Weapons\MeatBot\MeatGun\PwrUpSelect.wav"

[MeatGunPowerupDeselect]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Weapons\MeatBot\MeatGun\PwrUpDeselect.wav"

/************************************************************************
**      Sound - Bissmark 
*/

[BissmarkAttack1]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\Attack01.wav"

[BissmarkAttack2]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\Attack02.wav"

[BissmarkAttack3]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\Attack03.wav"

[BissmarkIdle]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\Idle01.wav"

[BissmarkWalkForward]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\WalkF.wav"

[BissmarkRunForward]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\RunF.wav"

[BissmarkTurnRight]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\TurnRight.wav"

[BissmarkMoveUp]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\Up.wav"

[BissmarkScene1]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\Scene01.wav"

[BissmarkScene2]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\Bissmark\Scene02.wav"

/************************************************************************
**      Sound - SpaceBoss 
*/

[SpaceBossAttack1]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\SpaceBoss\Attack01.wav"

[SpaceBossAttack2]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\SpaceBoss\Attack02.wav"

[SpaceBossAttack3]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\SpaceBoss\Attack03.wav"

[SpaceBossOpen]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\SpaceBoss\Open.wav"

[SpaceBossIdle1]

Parent              = "BaseLocalSound"
Path0               = "Sounds\Characters\SpaceBoss\Idle01.wav"
