Sounds = GUBoat_whirlpa GUBoat_whirlpb ;not meant to be looped but SoundAmbient wouldn't play without it -- investigate further -- fades out before second wave file ends
Sounds = WIImpac_fallsola WIImpac_fallsolb WIImpac_fallsolc WIImpac_fallsold WIImpac_fallsole WIImpac_fallsolf WIImpac_fallsolg WIImpac_fallsolh WIImpac_fallsolj ;WIImpac_fallsoli <== too much like a water splash
Control = interrupt
Priority = lowest
Limit = 3
PitchShift = -10 10
VolumeShift = -20
Volume = 55
LowPassCutoff = 30
Type = world shrouded everyone
SubmixSlider = SoundFX
End
AudioEvent BodyFallGeneric1
Sounds = WIImpac_fallsola WIImpac_fallsolb WIImpac_fallsolc WIImpac_fallsold WIImpac_fallsole WIImpac_fallsolf WIImpac_fallsolg WIImpac_fallsolh WIImpac_fallsolj ;WIImpac_fallsoli <== too much like a water splash
Sounds = EUWargR_moveL3a EUWargR_moveL3b EUWargR_moveL3c EUWargR_moveL3d EUWargR_moveL3e EUWargR_moveL3f EUWargR_moveL3g EUWargR_moveL3h ;due to nature of decay sounds, decided to lump them all together with the main looping sounds