home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar Special 2004 March
/
GSSH0304CD1.iso
/
CCGeneraele
/
OperationThunderstorm
/
thunderstorm1-0.big
/
Data_ini_SoundEffects.ini
< prev
next >
Wrap
Text File
|
2004-01-28
|
145KB
|
6,836 lines
;//////////////////////////////////////////////////////////////////////////////
;FILE: SoundEffects.ini ///////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
;=============================================
AudioEvent GenericTankMoveLoop
Priority = low
Control = loop all
Sounds = vgenlo2a vgenlo2b vgenlo2c
Attack = vgenlo1a
Decay = vgenlo3a
Volume = 40
Limit = 2
Type = world shrouded everyone
End
AudioEvent Explosion
Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
Control = interrupt random
Priority = low
Limit = 2
PitchShift = -10 10
VolumeShift = -20
Volume = 90
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent GenericTankGunFire
Sounds = vcruweaa vcruweab vcruweac
PitchShift = -5 5
VolumeShift = -10
Limit = 2
Volume = 90
Control = interrupt random
Priority = low
Type = world shrouded everyone
End
AudioEvent CarAlarm
Sounds = gcaralaa vgendiea vgendieb vgendiec
Volume = 80
Type = world shrouded everyone
End
AudioEvent F15MoveLoop
Control = loop all
Sounds = vb52lo2a vb52lo2b vb52lo2c
; Attack = vb52lo1a
Decay = vb52lo3a
Priority = low
Volume = 60
VolumeShift = -10
PitchShift = -10 10
MinRange = 100
MaxRange = 600
Type = world shrouded everyone
End
AudioEvent ParachuteDrop
Sounds = sparadra
VolumeShift = -15
PitchShift = -10 10
Priority = low
Type = world shrouded everyone
End
AudioEvent AirRaidSiren
Sounds = gairraid
Volume = 70
MinVolume = 50
Priority = critical
MinRange = 500
MaxRange = 5000
Type = world everyone
End
AudioEvent NukeAirRaidSiren
Sounds = gairraid
Volume = 85
MinVolume = 50
Priority = critical
MinRange = 700
MaxRange = 5000
Type = world everyone
End
AudioEvent GenericMachineGunFire
Sounds = iseaatta iseaattb
Priority = low
Volume = 60
; MinRange = 100
; MaxRange = 500
PitchShift = -10 10
Type = world shrouded everyone
End
AudioEvent HeroUSAKnifeAttack
Sounds = iheuknia iheuknib
Control = random
Limit = 2
Priority = low
Volume = 60
; MinRange = 100
; MaxRange = 500
PitchShift = -10 10
Type = world shrouded everyone
End
AudioEvent BuildingDestroy
Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
Control = random interrupt
Priority = normal
VolumeShift = -10
PitchShift = -2 2
Limit = 2
Type = world shrouded everyone
End
AudioEvent BuildingDamage
Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h
Control = random interrupt
Limit = 2
PitchShift = -3 3
VolumeShift = -20
Volume = 65
Priority = normal
Type = world shrouded everyone
End
AudioEvent ExplosionDirt
Sounds = gexpdira gexpdirb gexpdirc
Priority = LOW
Control = interrupt random
Limit = 2
VolumeShift = -10
PitchShift = -2 2
Priority = normal
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent BuildingShatter
Sounds = gexpglaa gexpglab
Control = random
Priority = normal
VolumeShift = -10
PitchShift = -2 2
Type = world shrouded everyone
End
AudioEvent MolotovCocktailShatter
Sounds = gexpmola gexpmolb gexpmolc gexpmold gexpmole gexpmolf
Control = interrupt random
Priority = normal
VolumeShift = -10
PitchShift = -20 40
Volume = 35
Limit = 3
Type = world shrouded everyone
End
AudioEvent GUIClick
Sounds = umenucla
Priority = high
Volume = 30
Type = ui everyone
End
AudioEvent GUIClickDisabled
Sounds = umenucle
Volume = 30
Priority = high
Type = ui player
End
AudioEvent GUIComboBoxClick
Sounds = umenuclb
Priority = high
Volume = 30
Type = ui everyone
End
AudioEvent GUIMessageReceived
Sounds = umenucld
Priority = high
Volume = 30
Type = ui everyone
End
AudioEvent GUIBlip
Sounds = umenuclc
Priority = high
Volume = 40
Type = ui everyone
End
AudioEvent GUIShawoosh
Sounds = ccoloriz
Volume = 30
Type = ui everyone
End
AudioEvent GUITypeText
Sounds = utext1a
Priority = HIGH
VolumeShift = -10
Volume = 30
Type = ui everyone
End
AudioEvent GUIBlop
Sounds = umenucle
Priority = high
Volume = 30
Type = ui everyone
End
AudioEvent GUIBlipityBlip
Sounds = umenucld
Priority = high
Volume = 30
Type = ui everyone
End
AudioEvent GUIStatic
Sounds = umenusta
Priority = high
Volume = 70
Type = ui everyone
End
AudioEvent GUIBoarderFadeIn
Sounds = uboarder
Priority = high
Volume = 55
Control = interrupt
Limit = 1
Type = ui everyone
End
AudioEvent GUITransitionFade
Sounds = ubutton2
Priority = high
Volume = 45
Control = interrupt
Limit = 1
Type = ui everyone
End
AudioEvent GUIButtonsFadeIn
Sounds = ubuttons
Priority = high
Control = interrupt
Volume = 45
Limit = 2
Type = ui everyone
End
AudioEvent GUILogoShrink
Sounds = ulogoshr
Priority = high
Volume = 30
Type = ui everyone
End
AudioEvent GUILogoMouseOver
Sounds = ulogomou
Priority = high
Volume = 55
Control = interrupt
Limit = 2
Type = ui everyone
End
AudioEvent GUILogoSelect
Sounds = ulogosel
Priority = high
Volume = 40
Type = ui everyone
End
AudioEvent GUISliderBeep
Sounds = uslider
Priority = high
Volume = 30
Type = ui everyone
End
AudioEvent GUIScoreScreenPictures
Sounds = uscoscra
Control = interrupt
Priority = high
Volume = 40
Limit = 4
Type = world everyone
End
AudioEvent GUIScoreScreenTick
Sounds = umenuclc ;uscortic
Priority = high
Volume = 40
Control = interrupt
Limit = 1
Type = world everyone
End
AudioEvent GUICommunicatorOpen
Sounds = ucomopen
Priority = high
Volume = 40
Type = ui everyone
End
AudioEvent GUICommunicatorIncoming
Sounds = ucommess
Priority = high
Volume = 40
Type = ui everyone
End
AudioEvent GUICommandBarClick
Sounds = umenuclf ;ucombo
Priority = high
Volume = 45
Type = ui everyone
End
AudioEvent GUIGenShortcutClick
Sounds = ubutton3 ;ucombo
Priority = high
Volume = 55
Type = ui everyone
End
AudioEvent RadarEvent
Sounds =
Priority = high
Volume = 55
Type = ui player
End
AudioEvent PlaceBuilding
Sounds = gconst1a
Volume = 45
Type = world player
Priority = low
End
AudioEvent CarMount
Sounds = gcarmoua gcarmoub gcarmouc
Volume = 80
VolumeShift = -10
PitchShift = -10 10
Priority = low
Type = world shrouded everyone
End
AudioEvent CarCrush
Sounds = gcarcrua
Control = interrupt
Limit = 2
VolumeShift = -20
PitchShift = -10 10
Volume = 90
Priority = low
Type = world shrouded everyone
End
AudioEvent TurretMoveLoop
Control = loop all random
Sounds =
Attack =
Decay =
PitchShift = -26 -16
MinRange = 100
MaxRange = 600
Volume = 10
Priority = low
Type = world shrouded everyone
End
AudioEvent TurretMoveLoopLoud
Control = loop all random
Sounds =
Attack =
Decay =
PitchShift = -70 -50
MinRange = 100
MaxRange = 600
Volume = 30
Priority = low
Type = world shrouded everyone
End
AudioEvent CrushTree
Sounds = gtreimpa gtreimpb gtreimpc gtreimpd
Volume = 55
VolumeShift = -20
PitchShift = -10 10
; MinRange = 100.00
; MaxRange = 250.00
Priority = low
Type = world shrouded everyone
End
AudioEvent FireHydrantBreak
Sounds = ghydimpa
VolumeShift = -20
PitchShift = -10 10
Priority = low
Type = world shrouded everyone
End
AudioEvent GasStationDie
Sounds = gexpgasa
Volume = 110
Limit = 1
VolumeShift = -10
PitchShift = -10 10
Priority = normal
Type = world shrouded everyone
End
AudioEvent LampPostShear
Sounds = glamimpa
Volume = 55
VolumeShift = -20
PitchShift = -10 10
Priority = low
Type = world shrouded everyone
End
AudioEvent InfantryCrush
Sounds = ginfcrua ginfcrub ginfcruc ginfcrud ginfcrue ginfcruf
Volume = 90
VolumeShift = -20
PitchShift = -10 10
Priority = normal
Type = world shrouded everyone
End
AudioEvent VehicleDebris
Sounds = gvehdeba gvehdebb gvehdebc gvehdebd gvehdebe
Control = random
Priority = lowest
Volume = 40
Limit = 3
VolumeShift = -20
PitchShift = -10 10
Type = world shrouded everyone
End
AudioEvent StreetSignImpact
Sounds = gsigimpa
Control = interrupt
Volume = 70
Limit = 3
VolumeShift = -20
PitchShift = -10 10
Priority = low
Type = world shrouded everyone
End
AudioEvent EMPPulseWhoosh
Sounds = sempexpl
Volume = 110
Limit = 2
Priority = high
Type = world shrouded everyone
End
AudioEvent TreeBounce
Sounds = gtreboua
Volume = 60
Limit = 2
VolumeShift = -10
PitchShift = -5 5
; MinRange = 100
; MaxRange = 250
Priority = low
Type = world shrouded everyone
End
AudioEvent LampPostBounce
Sounds = glamboua
Volume = 65
Limit = 2
VolumeShift = -10
PitchShift = -5 5
Priority = low
Type = world shrouded everyone
End
AudioEvent NeutronMissileRelease
Sounds = bneutlau
Priority = high
Volume = 100
Priority = normal
Type = world shrouded everyone
End
AudioEvent NapalmMissileMoveLoop
Control = loop all
Sounds = iroclo2a iroclo2b iroclo2c
Attack = iroclo1
Decay = iroclo3
Volume = 40
MinRange = 100
MaxRange = 600
Limit = 2
PitchShift = -5 5
Priority = lowest
Type = world shrouded everyone
End
AudioEvent FireStormMissileWeapon
Sounds = vrocweaa vrocweab vrocweac vrocwead vrocweae vrocweaf
Control = interrupt random
Priority = low
Limit = 2
VolumeShift = -20
PitchShift = -4 4
Volume = 80
Type = world shrouded everyone
End
AudioEvent FireStorm
Sounds = gfiresta
Priority = high
Volume = 105
Limit = 1
VolumeShift = -10
PitchShift = -10 10
Type = world shrouded everyone
End
AudioEvent BlackNapalmFireStorm
Sounds = gfiresta
Priority = high
Volume = 105
Limit = 1
VolumeShift = -10
PitchShift = -10 10
Type = world shrouded everyone
End
AudioEvent ExplosionBarrel
Sounds = gexpbara gexpbarb gexpbarc gexpbard gexpbare gexpbarf
Control = interrupt random
Limit = 2
VolumeShift = -20
PitchShift = -20 20
Volume = 100
Priority = low
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent CINE_ExplosionBarrel01
Sounds = gbridama gbridamb gexpdirb
Control = interrupt random
Limit = 2
VolumeShift = -20
PitchShift = -20 20
Volume = 100
Priority = low
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent CINE_ExplosionBarrel02
Sounds = gbridama gexpcard gexpglab
Control = interrupt random
Limit = 2
VolumeShift = -20
PitchShift = -20 20
Volume = 100
Priority = low
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent PoliceCarDie
Sounds = vcopdia
Volume = 60
Limit = 2
; MinRange = 100
; MaxRange = 400
Priority = low
Type = world shrouded everyone
End
AudioEvent GarrisonEnter
Sounds = ggarenta ggarentb ggarentc
Control = random
PitchShift = -10 10
Volume = 70
VolumeShift = -20
Priority = normal
Type = world shrouded everyone
End
AudioEvent GarrisonExit
Sounds = ggarexia ggarexib ggarexic
Control = random
PitchShift = -10 10
VolumeShift = -20
Volume = 80
Priority = low
Type = world shrouded everyone
End
AudioEvent EnterPOWTruck
Sounds = ggarenta
Volume = 80
VolumeShift = -20
Priority = low
Type = world shrouded everyone
End
AudioEvent ExitPOWTruck
Sounds = ggarexia
VolumeShift = -20
Volume = 80
Priority = low
Type = world shrouded everyone
End
AudioEvent EnterPrison
Sounds = ggarenta
Volume = 80
VolumeShift = -20
Priority = low
Type = world shrouded everyone
End
AudioEvent ExitPrison
Sounds = ggarexia
VolumeShift = -20
Volume = 80
Priority = low
Type = world shrouded everyone
End
AudioEvent RallyPointSet
Sounds = uralset1
Priority = high
Volume = 60
Type = world player
End
AudioEvent UnableToSetRallyPoint
Sounds = uralsetn
; MinRange = 200
; MaxRange = 500
MinVolume = 70
Priority = high
Type = world player
End
AudioEvent NoCanDoSound
Sounds = uralsetn
MinVolume = 30
Priority = high
Type = ui player
End
AudioEvent NoCanPurchase
Sounds = uralsetn
MinVolume = 30
Priority = high
Type = ui player
End
;=====================================================
AudioEvent RangerCombatDropKillSound
Sounds = iranweaa iranweab iranweac iranwead iranweae iranweaf iranweag
Control= random
Priority = low
PitchShift = -1 1
VolumeShift= -15
Limit = 4
Volume = 75 ;55 test
MinRange = 400
MaxRange = 800
Type = world everyone
End
AudioEvent RangerWeapon
Sounds = iranweaa iranweab iranweac iranwead iranweae iranweaf iranweag
; Sounds = irebweaa irebweab irebweac irebwead irebweae irebweaf irebweag
Control= random
Priority = normal
PitchShift = -1 1
VolumeShift= -15
Limit = 3
Volume = 75 ;55 test
; MinRange = 200
; MaxRange = 800
Type = world shrouded everyone
End
AudioEvent CrusaderTankWeapon
Sounds = vcruweaa vcruweab vcruweac
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Volume = 90
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent CrusaderTankMoveStart
Sounds = vcrustaa vcrustab vcrustac vcrustad
Control = random
PitchShift = -2 2
Delay = 0 600
VolumeShift= -15
Volume = 60
Priority = low
Type = world shrouded everyone
End
AudioEvent CrusaderTankMoveStartDamaged
Sounds = vv3lstaa vv3lstab vv3lstac
Control = random
Volume = 55
PitchShift = -2 2
Delay = 0 1000
VolumeShift= -10
Priority = low
Type = world shrouded everyone
End
AudioEvent MilitiaTankWeapon
Sounds = vcruweaa vcruweab vcruweac
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Volume = 90
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent MilitiaTankMoveStart
Sounds = vcrustaa vcrustab vcrustac vcrustad
Control = random
PitchShift = -2 2
Delay = 0 600
VolumeShift= -10
Volume = 50
Priority = low
Type = world shrouded everyone
End
AudioEvent MilitiaTankMoveStartDamaged
Sounds = vv3lstaa vv3lstab vv3lstac
Control = random
Volume = 55
PitchShift = -2 2
Delay = 0 1000
VolumeShift= -10
Priority = low
Type = world shrouded everyone
End
AudioEvent BattleDroneMoveStart
Sounds=
Priority=low
Delay=0 800
PitchShift= -10 10
VolumeShift= -10
Volume=50
Type = world shrouded everyone
End
AudioEvent BattleDroneVoiceCreate
Sounds = vdrocrea vdrocreb
Control = random
Limit = 3
Delay 0 800
Volume = 55
PitchShift= -10 10
VolumeShift= -10
Priority = normal
Type = world shrouded everyone
End
AudioEvent BattleDroneDie
Sounds = vdrodiea vdrodieb vdrodiec
Control = random
Limit = 3
Volume = 75
PitchShift= -10 10
VolumeShift= -10
Priority = normal
Type = world shrouded everyone
End
AudioEvent ScoutDroneMoveStart
Sounds= ;vsdrstaa vsdrstab vsdrstac vsdrstad
Priority=low
Delay=0 800
PitchShift= -2 2
VolumeShift= -10
Volume=60
Priority = low
Type = world shrouded everyone
End
AudioEvent ScoutDroneVoiceCreate
Sounds = vdr2crea vdr2creb
Control = random
Limit = 3
Delay 0 800
Volume = 65
PitchShift= -10 10
VolumeShift= -10
Priority = normal
Type = world shrouded everyone
End
AudioEvent ScoutDroneDie
Sounds = vdr2diea vdr2dieb vdr2diec
Control = random
Limit = 3
Volume = 75
PitchShift= -10 10
VolumeShift= -10
Priority = normal
Type = world shrouded everyone
End
AudioEvent SpyDroneCreate
Sounds = vdr2crea vdr2creb
Control = random
Limit = 3
Delay 0 800
Volume = 75
PitchShift= -10 10
VolumeShift= -10
Priority = normal
Type = world player
End
AudioEvent TomahawkMoveStart
Sounds= vtomstaa vtomstab vtomstac
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -20
Volume=55
Type = world shrouded everyone
End
AudioEvent MedicMoveStart
Sounds= vpristaa vpristab vpristac
Priority= low
Delay=0 800
PitchShift= -10 10
VolumeShift= -10
Volume=50
Type = world shrouded everyone
End
AudioEvent DozerUSAMoveStart
Sounds= vtrostaa vtrostab vtrostac vtrostad
Delay=0 800
Priority= low
PitchShift= -10 10
VolumeShift= -10
Volume= 60
Type = world shrouded everyone
End
AudioEvent NukeCannonMoveStart
Sounds= vnukstaa vnukstab vnukstac vnukstad
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume=60
Type = world shrouded everyone
End
AudioEvent OverlordTankMoveStart
Sounds= vovestaa vovestab vovestac vovestad
Delay= 0 800
Priority= low
Limit = 3
PitchShift= -5 5
VolumeShift= -10
Volume= 70
Type = world shrouded everyone
End
AudioEvent InfernoCannonMoveStart
Sounds= vinfstaa vinfstab vinfstac vinfstad
Control = random
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume=65
Type = world shrouded everyone
End
AudioEvent DragonTankWeaponLoop
Control = loop random
Sounds = vdralo2a vdralo2c vdralo2d ;vdralo2b
Attack = vdralo1a
Decay = vdralo3a
PitchShift = -10 0
VolumeShift= -15
Volume = 50
MinRange = 100
MaxRange = 600
Limit = 2
Priority= high
Type = world shrouded everyone
End
AudioEvent DragonTankMoveStart
Sounds= vdrastaa vdrastab vdrastac vdrastad
Control = random
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume=55
Type = world shrouded everyone
End
AudioEvent TroopCrawlerMoveStart
Sounds= vtrostaa vtrostab vtrostac vtrostad
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -15
Volume=70
Type = world shrouded everyone
End
AudioEvent ScudLauncherMoveStart
Sounds= vscustaa vscustab vscustac
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume= 65
Type = world shrouded everyone
End
AudioEvent BattleMasterTankMoveStart
Sounds = vbmastaa vbmastab vbmastac vbmastad vbmastae
PitchShift = -10 0
Delay = 0 800
Volume = 55
Priority= low
Type = world shrouded everyone
End
AudioEvent BattlemasterTankWeapon
Sounds = vbatweaa vbatweab
Control = interrupt random
PitchShift = -5 5
VolumeShift = -20
Volume = 105
Limit = 3
Priority= normal
Type = world shrouded everyone
End
AudioEvent PaladinTankMoveStart
Sounds = vpalstaa vpalstab vpalstac vpalstad vpalstae vpalstaf vpalstag
Control = random
PitchShift = -2 2
Delay = 0 600
VolumeShift= -10
Volume = 60
Priority= low
Type = world shrouded everyone
End
AudioEvent PaladinTankWeapon
Sounds = vpalweaa vpalweab vpalweac
Control = interrupt random
PitchShift = -10 10
VolumeShift = -20
Volume = 115
Limit = 2
Priority= normal
Type = world shrouded everyone
End
AudioEvent RebelWeapon
Sounds = irebweaa irebweab irebweac irebwead irebweae
Control = random interrupt
Limit = 3
Priority = normal
PitchShift = -2 2
VolumeShift = -10
Volume = 65
Type = world shrouded everyone
End
AudioEvent RebelWeaponTranquilizer
Sounds = irebtraa
Control = random interrupt
Limit = 2
Priority = normal
PitchShift = -10 10
VolumeShift = -10
Volume = 90
Type = world shrouded everyone
End
AudioEvent InfernoCannonWeapon
Sounds = vinfweaa vinfweab vinfweac
Control = interrupt random
PitchShift = -10 10
VolumeShift = -10
Volume = 105
Limit = 2
Priority= normal
Type = world shrouded everyone
End
AudioEvent ScorpionTankMoveStart
Sounds= vscostaa vscostab vscostac vscostad vscostae
Control = random
Delay=0 400
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume= 60
Type = world shrouded everyone
End
AudioEvent MarauderTankMoveStart
Sounds= vmarstaa vmarstab vmarstac
Control = random
Delay=0 400
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume= 65
Type = world shrouded everyone
End
AudioEvent MarauderTankWeapon
Sounds = vmarweaa vmarweab vmarweac vmarwead
Control = interrupt random
Priority = normal
Limit= 3
VolumeShift = -20
PitchShift = -10 10
Volume = 90
Type = world shrouded everyone
End
AudioEvent ScorpionMissileWeapon
Sounds = vscowe2a vscowe2b
Control = interrupt random
Priority = normal
Limit= 3
VolumeShift = -20
PitchShift = -10 10
Volume = 100
Type = world shrouded everyone
End
AudioEvent StingerMissileWeapon
Sounds = bstiweaa bstiweab bstiweac
; Sounds = irpgweaa irpgweab irpgweac irpgwead irpgweae
Control = interrupt random
Priority = normal
Limit= 3
VolumeShift = -20
PitchShift = -10 10
Volume = 85
Type = world shrouded everyone
End
AudioEvent ComancheMissileWeapon
Sounds = vcomweaa vcomweab vcomweac
Control = interrupt random
Priority = normal
Limit= 2
VolumeShift = -20
PitchShift = -4 4
Volume = 80
Type = world shrouded everyone
End
AudioEvent ComancheRocketPodWeaponSound
Sounds = vcomweaa vcomweab vcomweac
Control = interrupt random
Priority = normal
Limit= 2
VolumeShift = -20
PitchShift = -4 4
Volume = 80
Type = world shrouded everyone
End
AudioEvent RocketBuggyWeapon
Sounds = vrocweaa vrocweab vrocweac vrocwead vrocweae vrocweaf
Control = interrupt random
Priority = normal
Limit= 4
VolumeShift = -20
PitchShift = -4 4
Volume = 70
Type = world shrouded everyone
End
AudioEvent RocketBuggyMoveStart
Sounds= vrocstaa vrocstab vrocstac
Control = random
Limit = 3
Delay=0 400
Priority= low
PitchShift= -2 2
VolumeShift= -10
Volume = 50
Type = world shrouded everyone
End
AudioEvent ToxinTractorMoveStart
Sounds = vtoxstaa vtoxstab vtoxstac
Delay = 0 400
Priority = low
PitchShift = -5 5
VolumeShift = -10
Volume = 60
Type = world shrouded everyone
End
AudioEvent TechnicalWeapon
Control = random interrupt
Sounds = vtecweaa vtecweab vtecweac vtecwead vtecweae
Limit = 2
VolumeShift = -20
PitchShift = -5 5
Volume =55
Priority= normal
Type = world shrouded everyone
End
AudioEvent TechnicalWeaponLoop1
Control = loop all random
Sounds = vteclo1a vteclo1b vteclo1c vteclo1d
Decay = vteclo1e
VolumeShift = -10
Volume = 70
Limit = 2
Type = world shrouded everyone
End
AudioEvent TechnicalWeaponLoop2
Control = loop all random
Sounds = vteclo2a vteclo2b vteclo2c
Decay = vteclo2d
VolumeShift = -10
Volume = 70
Limit = 2
Type = world shrouded everyone
End
AudioEvent TechnicalMoveStart
Sounds= vtecstaa vtecstab vtecstac
Control= random
Limit = 3
Priority= low
Delay=0 1400
PitchShift= -10 10
VolumeShift= -10
Volume= 55
Type = world shrouded everyone
End
AudioEvent BombTruckMoveStart
Sounds= vbomstaa vbomstab vbomstac vbomstad vbomstae
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume=60
Type = world shrouded everyone
End
AudioEvent QuadCannonWeapon
Sounds = vquaweaa vquaweab vquaweac vquawead vquaweae vquaweaf vquaweag
Control = interrupt random
PitchShift = -10 10
Limit = 2
VolumeShift = -15
Volume = 75
Priority= normal
Type = world shrouded everyone
End
AudioEvent QuadCannonMoveStart
Sounds= vquastaa vquastab vquastac
Delay=0 700
Priority= low
PitchShift= -2 2
VolumeShift= -10
Volume= 60
Type = world shrouded everyone
End
AudioEvent SupplyTruckMoveStart
Sounds = vcarstaa vcarstab vcarstac
Volume = 50
PitchShift = -5 5
Delay = 0 500
VolumeShift = -20
Control = random
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent DozerChinaMoveStart
Sounds= vtrostaa vtrostab vtrostac vtrostad
Delay=0 800
Priority= low
PitchShift= -5 5
VolumeShift= -10
Volume= 60
Type = world shrouded everyone
End
;-----------BUILDING SELECT SOUNDS-----------------
AudioEvent CommandCenterUSASelect
Sounds= bcmasela
Limit= 1
Volume= 35
Type = ui player
End
AudioEvent CommandCenterChinaSelect
Sounds= bcmcsela
Limit= 1
Volume= 35
Type = ui player
End
AudioEvent CommandCenterGLASelect
Sounds= bcmgsela
Limit= 1
Volume= 35
Type = ui player
End
AudioEvent WarFactoryUSASelect
Sounds= bwaasela
Limit= 1
Volume= 35
Type = ui player
End
AudioEvent WarFactoryChinaSelect
Sounds= bwacsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent WarFactoryGLASelect
Sounds= bwagsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent BarracksUSASelect
Sounds= bbaasela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent BarracksChinaSelect
Sounds= bbacsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent BarracksGLASelect
Sounds= bbagsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent SupplyCenterUSASelect
Sounds= bsuasela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent SupplyCenterChinaSelect
Sounds= bsucsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent SupplyCenterGLASelect
Sounds= bsugsela
Limit= 1
Volume= 40
End
AudioEvent ColdFusionReactorSelect
Sounds= bcolsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent NuclearReactorSelect
Sounds= bnursela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent UndergroundGeneratorSelect
Sounds= bundsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent AirfieldUSASelect
Sounds= baiasela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent AirfieldChinaSelect
Sounds= baicsela
Limit= 1
Volume= 35
Type = ui player
End
AudioEvent StrategyCenterSelect
Sounds= bstrsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent StrategyCenter_BombardmentPlanUnpackSound
Sounds=
Limit= 2
Volume= 60
Priority= low
Type = world global everyone
End
AudioEvent StrategyCenter_BombardmentPlanPackSound
Sounds=
Limit= 1
Volume= 30
Priority= low
Type = ui player
End
AudioEvent StrategyCenter_SearchAndDestroyPlanUnpack
Sounds=
Limit= 1
Volume= 60
Priority= low
Type = world global everyone
End
AudioEvent StrategyCenter_SearchAndDestroyPlanIdleLoop
Sounds=
Limit= 2
Volume= 40
Priority= low
MinRange = 100
MaxRange = 500
Type = ui player
End
AudioEvent StrategyCenter_SearchAndDestroyPlanPack
Sounds=
Limit= 1
Volume= 40
Priority= low
Type = ui player
End
AudioEvent StrategyCenter_HoldTheLinePlanUnpack
Sounds=
Limit= 2
Volume= 60
Priority= low
Type = world global everyone
End
AudioEvent StrategyCenter_HoldTheLinePlanPack
Sounds=
Limit= 1
Volume= 40
Priority= low
Type = ui player
End
AudioEvent StrategyCenter_TurretMoveLoop
Control = loop all random
Sounds = vnuklo2a vnuklo2b
Attack = vnuklo1a
Decay = vnuklo3a
MinRange = 100
MaxRange = 500
VolumeShift = -10
Volume = 55
Priority = lowest
Type = world shrouded everyone
End
AudioEvent StrategyCenter_ArtilleryRound
Sounds = bstrweaa bstrweab
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent PropagandaCenterSelect
Control = random
Sounds= bprosela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent SupplyDropZoneSelect
Sounds= bsupsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent PalaceSelect
Sounds= bpalsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent BunkerSelect
Sounds= bbunsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent DetentionCampSelect
Sounds= bdetsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent ParticleCannonSelect
Sounds= bparsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent PatriotBatterySelect
Sounds= bpatsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent StingerSiteSelect
Sounds= bstisela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent ScudStormSelect
Sounds= bscusela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent PrisonSelect
Sounds= bprisela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent NuclearMissileSelect
Sounds= bnumsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent SpeakerTowerSelect
Control = random
Sounds= bspesela bspeselb bspeselc
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent TunnelNetworkSelect
Sounds= btunsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent GattlingCannonSelect
Sounds= bgatsela
Limit= 1
Volume= 40
Type = ui player
End
AudioEvent BlackMarketSelect
Sounds= bblasela
Limit= 1
Volume= 40
Type = ui player
End
;AudioEvent AmbientForest
; Control = loop random
; Priority = LOWEST
; Volume = 35
; VolumeShift = -10
; PitchShift = -10 10
; MinRange = 100
; MaxRange = 250
; Delay = 6000 10000
; SoundsMorning = abirm01a abirm01b abirm01c
; Sounds = abirj02a abirj02b abirj02c abirj02d abirj02e abirj02f abirj02g
; SoundsEvening = acri01a acri01b acri01c
; SoundsNight = aowl01a aowl01b aowl01c aowl01d aowl01e aowl0f
; Type = world shrouded everyone
;End
AudioEvent ComancheAmbientLoop
Control = loop all random
Sounds = vcomlo2a vcomlo2b vcomlo2c vcomlo2d
Attack = vcomlo1a
Decay = vcomlo3a
PitchShift = -5 5
VolumeShift = -10
MinRange = 100
MaxRange = 600
Volume = 60
Limit = 2
Priority= low
Type = world shrouded everyone
End
AudioEvent ComancheDamagedLoop
Control = loop all random
Sounds = vcomlo4a vcomlo4b
Decay = vcomlo5a
Volume = 85
MinRange = 150
Limit = 2
Priority= low
Type = world shrouded everyone
End
AudioEvent ComancheDamagedLoopGlobal
Control = loop all random
Sounds = vcomlo4a vcomlo4b
Decay = vcomlo5a
Type = world global
MinVolume = 90
Limit = 2
Priority= low
End
AudioEvent CrowdPanic
Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g
Volume = 65
Limit = 2
Type = world shrouded everyone
End
AudioEvent CrowdPanicLong
Sounds = gpanic1a gpanic1b gpanic1c gpanic1d gpanic1d gpanic1f gpanic1g
Volume = 65
Limit = 2
Type = world shrouded everyone
End
AudioEvent CarBomberDie
Sounds = vcardiea vcardieb vcardiec
Control = interrupt random
Volume = 60
Limit = 1
Priority = normal
Type = world shrouded everyone
End
AudioEvent DemoTrapExplosion
Sounds = gexpdema gexpdemb gexpdemc
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 90
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent RocketBuggyPowerslide
Sounds = vrocslia vrocslib vrocslic vrocslid vrocslie vrocslif vrocslig vrocslih
Control = random
VolumeShift = -10
PitchShift = -10 10
Volume = 40
Limit = 2
Priority = lowest
Type = world shrouded everyone
End
AudioEvent RocketBuggyLand
Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh
Control = random
VolumeShift = -10
PitchShift = -10 10
Volume = 50
Limit = 2
Priority = lowest
Type = world shrouded everyone
End
AudioEvent CarDie
Sounds = vgendiea vgendieb vgendiec vgendied vgendief vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 90
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent TerroristSuicides
Sounds = gexpmina gexpminb
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 90
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent ExplosionRocketBuggyMissile
Sounds = gexpifva gexpifvb gexpifvc
Control = random interrupt
VolumeShift = -20
PitchShift = -15 15
Volume = 85
Limit = 2
Priority = normal
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent BuildingToppleDelayMetal
Sounds = btopp01a
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 70
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent BuildingToppleDelayStone
Sounds = btopp02a
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 70
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent BuildingFallingMetal
Sounds = bfall01a
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 90
; MinRange = 200
; MaxRange = 500
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent BuildingFallingStone
Sounds = bfall02a
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 90
; MinRange = 200
; MaxRange = 500
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent BuildingDestroyStone
Sounds = bgendief
Control = random interrupt
Priority = low
VolumeShift = -10
PitchShift = -2 2
Limit = 1
Type = world shrouded everyone
End
AudioEvent ExplosionGeneric
Sounds = gexp14a gexp14b gexp14c gexp14d gexp15a
Control = interrupt random
Limit = 1
PitchShift = -10 10
VolumeShift = -20
Volume = 90
Priority = normal
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent BuildingCollapse1
Sounds = bcoll01a bcoll01b bcoll02a bcoll03a
Control = interrupt random
Limit = 1
PitchShift = -5 5
VolumeShift = -10
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingCollapse2
Sounds = bcoll02a bcoll03a
Control = interrupt random
Limit = 1
PitchShift = -5 5
VolumeShift = -10
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingCollapse3
Sounds = bcoll03a
Limit = 1
PitchShift = -5 5
VolumeShift = -10
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent CarDamagedMoveLoop
Sounds = gcardama gcardamb gcardamc gcardamd gcardame gcardamf gcardamg gcardamh gcardamai gcardamj
Control = random loop
Limit = 2
Delay = 4000 10000
PitchShift = -5 5
VolumeShift = -10
Volume = 70
Priority = low
Type = world shrouded everyone
End
AudioEvent ComancheCrash
Sounds = vcomcraa
Limit = 3
PitchShift = -5 5
Volume = 70
VolumeShift = -10
Priority = normal
Type = world shrouded everyone
End
AudioEvent ComancheCrashGlobal
Sounds = vcomcraa
Limit = 3
PitchShift = -5 5
Type = world global
Priority = normal
MinVolume = 80
End
AudioEvent ComancheDie
Sounds = vcomdi1a
Limit = 3
PitchShift = -5 5
VolumeShift = -10
Priority = normal
Type = world shrouded everyone
End
AudioEvent MIGDie
Sounds = vcomdi1a
Limit = 3
PitchShift = -10 0
VolumeShift = -10
Priority = normal
Type = world shrouded everyone
End
AudioEvent MIGAfterburner
Sounds = vmigweaa vmigweab
Control = interrupt random
Priority = low
Volume = 70
PitchShift = -10 10
Limit = 3
Type = world shrouded everyone
End
AudioEvent VehicleImpactLight
Sounds = gvehimpa gvehimpb gvehimpc gvehimpd gvehimpe gvehimpf gvehimpg gvehimph gvehimpi
Control = random interrupt
Priority = low
Limit = 3
PitchShift = -5 5
VolumeShift = -10
; MinRange = 200.00
; MaxRange = 800.00
Volume = 45
Priority = normal
Type = world shrouded everyone
End
AudioEvent VehicleImpactHeavy
Sounds = gvehim2a gvehim2b gvehim2c gvehim2d gvehim2e gvehim2f gvehim2g gvehim2h gvehim2i
Control = random interrupt
Limit = 3
PitchShift = -5 5
VolumeShift = -20
Volume = 80 ;60 test
Priority = normal
Type = world shrouded everyone
End
AudioEvent DaisyCutterWeapon
Sounds = vdaiweaa
Limit = 3
Priority = high
PitchShift = -5 5
VolumeShift = -10
Volume = 60 ;do not modify -mp
Type = world shrouded everyone
End
AudioEvent ComancheSpinExplosion
Sounds = vcomdi2a
Limit = 3
PitchShift = -5 5
VolumeShift = -10
Priority = normal
LowPassCutoff = 60
Type = world shrouded everyone
End
AudioEvent BEAVIS_Boing
Sounds = vroclana vroclanb vroclanc vrocland vroclane vroclanf vroclang vroclanh
Control = random interrupt
VolumeShift = -10
PitchShift = -5 5
Volume = 55
Limit = 2
Type = world shrouded everyone
End
AudioEvent DaisyCutterGas
Control = interrupt
Sounds = sdaigasa
Priority = high
Limit = 1
Type = world shrouded everyone
End
AudioEvent DaisyCutterIgnite
Control = interrupt
Sounds = sdaiigna
Priority = high
Limit = 1
Volume = 110
Type = world shrouded everyone
End
AudioEvent ExplosionDaisyCutter
Sounds = gexpdaia
Priority = High
Control = interrupt
Limit = 1
Volume = 140
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent TechnicalWeaponUpgrade
Sounds = gsalvage
Limit = 1
Volume = 70
Priority = high
Type = world shrouded everyone
End
AudioEvent DebrisBigMetal
Sounds = gdebr01a gdebr01b
Control = random
Limit = 2
VolumeShift = -10
PitchShift = -5 5
Volume = 55
Priority = low
Type = world shrouded everyone
End
AudioEvent VehicleSkid
Sounds = gskid01a
Volume = 90
Priority = low
Type = world shrouded everyone
End
AudioEvent QuadCannonCatchFire
Sounds = vquadiea
Limit = 1
VolumeShift = -10
PitchShift = -5 5
Volume = 90
Priority = low
Type = world shrouded everyone
End
AudioEvent TankDie
Sounds = vgendieg vgendieh vgendiei vgendiej vgendiek vgendiel
Control = random interrupt
VolumeShift = -10
PitchShift = -10 10
Volume = 105
Limit = 4
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingImpactHeavy
Sounds = gbuiim2a gbuiim2b gbuiim2c gbuiim2d gbuiim2e gbuiim2f gbuiim2g gbuiim2h
Control = random interrupt
Limit = 2
PitchShift = -3 3
VolumeShift = -20
Volume = 65
Priority = low
Type = world shrouded everyone
End
AudioEvent BuildingImpactLight
Sounds = gbuiim1a gbuiim1b gbuiim1c gbuiim1d gbuiim1e gbuiim1f gbuiim1g gblank gblank gblank gblank gblank gblank
Control = random
Priority = low
Limit = 3
PitchShift = -3 3
Delay = 0 500
VolumeShift = -10
Volume = 55
Type = world shrouded everyone
End
AudioEvent TechnicalBodyfall
Sounds = vtecfala vtecfalb
Control = random
Limit = 3
PitchShift = -3 3
VolumeShift = -10
; MinRange = 200
; MaxRange = 300
Volume = 60
Priority = low
Type = world shrouded everyone
End
AudioEvent ChinookAmbientLoop
Control = loop all random
Sounds = vchilo2a vchilo2b vchilo2c vchilo2d
Attack = vchilo1a
Decay = vchilo3a
PitchShift = -5 5
VolumeShift = -10
Volume = 45
MinRange = 100
MaxRange = 600
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent DamAmbientLoop
Control = loop all random
Sounds = gdamlo1b gdamlo1c ;gdamlo1d
Attack = gdamlo1a
Limit = 1
Volume = 65
MinRange = 100
MaxRange = 800
Priority = normal
Type = world shrouded everyone
End
AudioEvent DamDamageLoop1
Control = loop all random
Sounds = gdamlo2b gdamlo2c gdamlo2d
Attack = gdamlo2a
Limit = 1
PitchShift = -5 5
Volume = 80
MinRange = 200
MaxRange = 900
Priority = normal
Type = world shrouded everyone
End
AudioEvent DamDamageLoop2
Control = loop all random
Sounds = gdamlo3b gdamlo3c gdamlo3d
Attack = gdamlo3a
Limit = 1
PitchShift = -5 5
Volume = 80
MinRange = 250
MaxRange = 2000
Priority = normal
Type = world shrouded everyone
End
AudioEvent DamDamageLoop3
Control = loop all random
Sounds = gdamlo5b gdamlo5c gdamlo5d
Attack = gdamlo5a
Limit = 1
PitchShift = -5 5
Volume = 80
MinRange = 250
MaxRange = 2000
Priority = normal
Type = world shrouded everyone
End
AudioEvent DamBreakWaveLoop
Control = loop all random
Sounds = gdamlo4b gdamlo4c gdamlo4d gdamlo4e
Attack = gdamlo4a
Limit = 1
PitchShift = -5 5
Volume = 130
MinRange = 600
MaxRange = 5000
Priority = normal
Type = world shrouded everyone
End
AudioEvent DamBreakStage1
Sounds = gdambre1
Type = world everyone
Volume = 120
MinRange = 250
MaxRange = 2000
Priority = normal
MinVolume = 100
End
AudioEvent DamBreakStage2
Sounds = gdambre2
Volume = 120
Priority = normal
MinVolume = 100
MinRange = 250
MaxRange = 2000
Type = world everyone
End
AudioEvent DamBreakStage3
Sounds = gdambre3
Volume = 120
Priority = normal
MinVolume = 100
MinRange = 250
MaxRange = 2000
Type = world everyone
End
AudioEvent WaveRandomSplash
Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e
Limit = 2
Volume = 100
Priority = normal
Type = world shrouded everyone
End
AudioEvent ToxicGooSplash
Sounds = gdamspl1a gdamspl1b gdamspl1c gdamspl1d gdamspl1e
Limit = 2
Volume = 50
Priority = low
Type = world shrouded everyone
End
AudioEvent RedGuardWeapon
Sounds = iredweaa iredweab iredweac iredwead
Control= random interrupt
Priority = normal
VolumeShift= -15
PitchShift = -10 10
Limit= 2
Volume= 95 ;75 test
Type = world shrouded everyone
End
AudioEvent DamAfterWake
Sounds = gdamafte
Volume = 65
Priority = normal
Type = world shrouded everyone
End
AudioEvent ExplosionNeutron
Sounds = sneutexp
Priority = high
Control = interrupt
Limit = 1
Volume = 110
MinVolume = 80
Priority = critical
MinRange = 1800
MaxRange = 20000
Type = world everyone
End
AudioEvent OverlordTankWeapon
Sounds = voveweaa voveweab voveweac vovewead
Control = interrupt random
PitchShift = -10 10
VolumeShift = -10
Volume = 110
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingNeutronMissileOpen
Sounds = bneutrea
Priority = high
Delay = 1300 1300
Volume= 110
Type = world shrouded everyone
End
AudioEvent BuildingNeutronMissileLaunch
Sounds = bneutlau
Priority = high
MinVolume = 80
Volume = 110
Type = world global everyone
End
AudioEvent BuildingNeutronMissileHiss
Control = loop all random
Sounds = bneutlo2a bneutlo2b bneutlo2c
Attack = bneutlo1a
PitchShift = -2 2
MinRange = 100
MaxRange = 500
Volume = 55
Priority = low
Type = world shrouded everyone
End
AudioEvent RedGuardCheer
Sounds = iredcheb ;iredchec iredchea
Control = random
Limit = 2
PitchShift = -5 5
Volume = 70
Type = ui player
End
AudioEvent BattleCrySound
Sounds = iredchea iredcheb iredchec
Control = random
Limit = 2
PitchShift = -5 5
Volume = 55
Type = ui player
End
AudioEvent MissionAccomplishedSound
Sounds = ucheer
Volume = 75
Type = ui player
End
AudioEvent GenericFireLargeLoop
Sounds = gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1e gfirlo1f gfirlo1g
Attack = gfirlo1h gfirlo1i
Decay = gfirlo1j
Control = random loop all
Priority = low
Limit = 3
Volume = 65
Type = world shrouded everyone
End
AudioEvent GenericFireMediumLoop
Sounds = gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1a gfirlo1b gfirlo1c gfirlo1d gfirlo1e gfirlo1f gfirlo1g
Attack = gfirlo1h gfirlo1i
Decay = gfirlo1j
Control = random loop all
Priority = low
Limit = 3
Volume = 65
Type = world shrouded everyone
End
AudioEvent RaptorJetMissileWeapon
Sounds = vmigweaa vmigweab
Control = interrupt random
Priority = low
Volume = 70
PitchShift = -10 10
Limit = 3
Type = world shrouded everyone
End
AudioEvent StealthJetMissileWeapon
Sounds = vmigweaa vmigweab
Control = interrupt random
Priority = normal
Volume = 70
PitchShift = -10 10
Limit = 3
Type = world shrouded everyone
End
AudioEvent AuroraJetMissileWeapon
Sounds = vmigweaa vmigweab
Control = interrupt random
Priority = normal
Volume = 70
PitchShift = -10 10
Limit = 3
Type = world shrouded everyone
End
AudioEvent A10ThunderboltMissileWeaponSound
Sounds = vmigweaa vmigweab
Control = interrupt random
Priority = normal
Volume = 70
PitchShift = -10 10
Limit = 3
Type = world shrouded everyone
End
AudioEvent ExplosionJetMissile
Sounds = gexpifva gexpifvb gexpifvc
Priority = normal
Control = random interrupt
VolumeShift = -20
PitchShift = -5 5
Volume = 75
Limit = 1
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent StealthFighterAmbientLoop
Sounds = vstelo2a vstelo2b vstelo2c vstelo2d vstelo2e
Attack = vstelo1a
Decay = vstelo3a
Control = loop all random
Volume = 60
Limit = 3
MinRange = 75
MaxRange = 700
PitchShift = -3 3
Priority = low
Type = world shrouded everyone
End
AudioEvent AuroraBomberAmbientLoop
Sounds = vaurlo2a vaurlo2b vaurlo2c
Attack = vaurlo1a
Decay = vaurlo3a
Control = loop all random
MinRange = 75
MaxRange = 700
Volume = 70
Limit = 3
PitchShift = -3 3
Priority = low
Type = world shrouded everyone
End
AudioEvent RaptorAmbientLoop
Sounds = vraplo2a vraplo2b vraplo2c
Attack = vraplo1a
Decay = vraplo3a
Control = loop all random
MinRange = 75
MaxRange = 700
Volume = 60
Limit = 2
PitchShift = -3 3
Priority = low
Type = world shrouded everyone
End
AudioEvent B52AmbientLoop
Sounds = vb52lo2a vb52lo2b vb52lo2c
; Attack = vb52lo1a
Decay = vb52lo3a
Control = loop all random
Volume = 70
Limit = 3
MinRange = 75
MaxRange = 700
Priority = low
Type = world shrouded everyone
End
AudioEvent CINE_B52AmbientLoop
Sounds = vb52lo2a vb52lo2b vb52lo2c
; Attack = vb52lo1a
Decay = vb52lo3a
Control = loop all random
Volume = 90
Limit = 3
MinRange = 75
MaxRange = 700
Priority = low
Type = world shrouded everyone
End
AudioEvent C130AmbientLoop
Sounds = v130lo2a v130lo2b
Attack = v130lo1a
Decay = v130lo3a
Control = loop all random
Volume = 80
Limit = 3
MinRange = 75
MaxRange = 700
Priority = low
Type = world shrouded everyone
End
AudioEvent MigAmbientLoop
Sounds = vmiglo2a vmiglo2b vmiglo2c
Attack = vmiglo1a
Decay = vmiglo3a
Control = loop all random
Volume = 55
Limit = 3
MinRange = 75
MaxRange = 700
PitchShift = -3 3
Priority = low
Type = world shrouded everyone
End
AudioEvent MigJetNapalmWeapon
Sounds = vmigweaa vmigweab
Control = interrupt random
Priority = low
Volume = 70
PitchShift = -10 10
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent BattleshipWeapon
Sounds = vbshweaa vbshweab
Priority = high
Control = interrupt random
PitchShift = -10 10
VolumeShift = -20
Volume = 110
MinRange = 300
MaxRange = 1000
Limit = 3
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent ExplosionBattleshipTarget
Sounds = gexpbsha gexpbshb gexpbshb
Priority = high
Control = interrupt random
Limit = 2
MinRange = 200
MaxRange = 900
PitchShift = -10 10
Volume = 120
Type = world shrouded everyone
End
AudioEvent BattleshipAmbientLoop
Sounds = vbshlo2a vbshlo2b vbshlo2c
Attack = vbshlo1a
Decay = vbshlo3a
Control = loop all random
Volume = 60
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent ScorpionTankWeapon
Sounds = vscoweaa vscoweab vscoweac vscowead
Volume = 85
Limit = 3
PitchShift = -10 10
VolumeShift = -20
Control = interrupt random
Priority = normal
Type = world shrouded everyone
End
AudioEvent HumveeWeapon
Sounds = vhumweaa vhumweab vhumweac vhumwead
Volume = 70
PitchShift = -5 5
VolumeShift = -10
Limit = 3
Control = interrupt random
Priority = normal
Type = world shrouded everyone
End
AudioEvent HumveeWeaponTOW
Sounds = vhumwe2a vhumwe2b vhumwe2c vhumwe2d
Control = interrupt random
Priority = low
Limit= 3
VolumeShift = -20
PitchShift = -10 10
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent AmphibiousTransportMoveLoop
Control = loop all random
Sounds = vamplo2a vamplo2b vamplo2c
Attack = vamplo1a
Decay = vamplo3a
Volume = 60
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent FerryMoveLoop
Control = loop all random
Sounds = vamplo2a vamplo2b vamplo2c
Attack = vamplo1a
Decay = vamplo3a
Volume = 100
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent HumveeMoveStart
Sounds = vhumstaa vhumstab vhumstac vhumstad vhumstaa vhumstab vhumstac vhumstad vhumstae
Volume = 60
PitchShift = -5 5
Delay = 0 500
VolumeShift = -10
Control = random
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent TomahawkWeapon
Sounds = vtomweaa
Control = interrupt random
Delay = 0 300
Priority = normal
Limit = 2
VolumeShift = -20
PitchShift = -4 4
Volume = 80
Type = world shrouded everyone
End
AudioEvent POWTruckUSAMoveStart
Sounds = vpoastaa vpoastab vpoastac vpoastad
Volume = 55
PitchShift = -2 2
Delay = 0 500
VolumeShift = -10
Priority = low
Type = world shrouded everyone
End
AudioEvent LockonTick
Sounds = glockon
Limit = 2
MinVolume = 45
Type = world player
End
AudioEvent DefectorTimerTick
Sounds = ucapture
Control = interrupt
Limit = 2
Volume = 50
VolumeShift = -10
MinRange = 200
MaxRange = 1200
Priority = high
Type = world shrouded everyone
End
AudioEvent CaptureTick
Sounds = ucapture
Control = interrupt
Limit = 2
Volume = 70
MinRange = 200
MaxRange = 1200
Type = world shrouded everyone
End
;Radar event occurred showing a unit of ours is under attack
AudioEvent RadarNotifyUnitUnderAttack
Sounds = uwarning
Volume = 25
Type = ui player
End
;Radar event occurred showing a harvester of ours is under attack
AudioEvent RadarNotifyHarvesterUnderAttack
Sounds = uwarning
Volume = 35
Type = ui player
End
;Radar event occurred showing a structure of ours is under attack
AudioEvent RadarNotifyStructureUnderAttack
Sounds = uwarning
Volume = 35
Type = ui player
End
;Radar event occurred showing one of our objects (not unit/structure) under attack
AudioEvent RadarNotifyUnderAttack
Sounds = uwarning
Volume = 35
Type = ui player
End
;Radar event occurred showing one of our objects (not unit/structure) under attack
AudioEvent RadarNotifyInfiltration
Sounds = ;aangr01b
MinVolume = 55
Type = ui player
End
AudioEvent HeroGLAWeapon
Sounds = ihegweaa
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Limit = 3
Volume = 90
Type = world shrouded everyone
End
AudioEvent HeroUSAWeapon
Sounds = ihegweaa
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Limit = 3
Volume = 90
Type = world shrouded everyone
End
AudioEvent AmbientInfantryCharge1
Control = loop all random
Sounds = ainfa01a ainfa01b ainfa01c ainfa01d ainfa01e
Decay = ainfa01f
Priority = High
Limit = 2
PitchShift = -5 5
MinRange = 200
MaxRange = 700
Volume = 90
Type = world shrouded everyone
End
AudioEvent AmbientCrowdAngryArabs1
Control = loop all random
Sounds = aangr01a aangr01b aangr01c aangr01d
Decay = ainfa01e
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 500
Volume = 25
Priority = lowest
Type = world shrouded everyone
End
AudioEvent ScriptJetFlyBy1
Sounds = cjetf01a
Control = interrupt random
Priority = high
Volume = 80
Type = ui player
End
AudioEvent ScriptShellScream1
Sounds = sshel01a sshel01b
Control = interrupt
Priority = high
PitchShift = -10 10
Volume = 60
Type = ui player
End
AudioEvent ScriptShellScream2
Sounds = sshel02a sshel02b
Control = interrupt
Priority = high
PitchShift = -10 10
Volume = 60
Type = ui player
End
AudioEvent TunnelRocketWeapon
Sounds = btunweaa btunweab btunweac btunwead
Control = interrupt random
Priority = normal
Limit= 2
VolumeShift = -20
PitchShift = -4 4
Volume = 90
Type = world shrouded everyone
End
AudioEvent RPGTrooperWeapon
Sounds = irpgweaa irpgweab irpgweac irpgwead irpgweae
Control = interrupt random
Priority = normal
Limit= 3
VolumeShift = -20
PitchShift = -10 10
Volume = 90
Type = world shrouded everyone
End
AudioEvent MissileDefenderWeapon
Sounds = imisweaa imisweab imisweac
Control = random
Priority = normal
Limit= 5
VolumeShift = -20
PitchShift = -5 5
Volume = 80
Type = world shrouded everyone
End
AudioEvent TankHunterWeapon
Sounds = itanweaa itanweab itanweac itanwead
Control = interrupt random
Priority = normal
Limit= 2
VolumeShift = -20
PitchShift = -4 4
Volume = 80
Type = world shrouded everyone
End
AudioEvent GattlingCannonWeapon
Control = random interrupt
Sounds = bgatweaa bgatweab bgatweac bgatwead
VolumeShift = -10
Volume = 80
MinRange = 175
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent GattlingTankWeapon
Control = random interrupt
Sounds = bgatweaa bgatweab bgatweac bgatwead
VolumeShift = -10
Volume = 80
MinRange = 175
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent AngryMobWeaponPistol
Control = random interrupt
Sounds = iangwe1a iangwe1b iangwe1c iangwe1d iangwe1e
PitchShift = -10 10
VolumeShift = -10
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent AngryMobWeaponMolotov
Control = random interrupt
Sounds = iangwe2a iangwe2b
PitchShift = -20 10
VolumeShift = -10
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent AngryMobAmbientLoop
Control = loop all random
Sounds = ianglo2a ianglo2b ianglo2c ianglo2d
Attack = ianglo1a
Decay = ianglo3a
Priority = normal
MinRange = 100
MaxRange = 500
Limit = 2
PitchShift = -5 5
Volume = 50
Type = world shrouded everyone
End
AudioEvent GattlingWeaponLoopLevel1
Control = loop all random
Sounds = bgatlo2a bgatlo2b
Attack = bgatlo1a
Decay = bgatlo3a
Volume = 60
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent GattlingWeaponLoopLevel2
Control = loop all random
Sounds = bgatlo5a bgatlo5b
Attack = bgatlo4a
Decay = bgatlo6a
Volume = 60
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent GattlingWeaponLoopLevel3
Control = loop all random
Sounds = bgatlo8a bgatlo8b
Attack = bgatlo7a
Decay = bgatlo9a
Volume = 60
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent ToxinTractorContaminate
Control = random interrupt
Sounds = vtoxcona vtoxconb vtoxconc
VolumeShift = -20
PitchShift = -5 5
Volume = 70
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent ToxinTractorWeaponLoop
Control = loop random all
Sounds = vtoxlo2a vtoxlo2b vtoxlo2c vtoxlo2d
Attack = vtoxlo1a
Decay = vtoxlo3a
PitchShift = -10 0
VolumeShift= -15
Volume = 70
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent ConvoyTruckMoveStart
Sounds = vconstaa vconstab
Control = random interrupt
Limit = 2
Volume = 55
PitchShift = -2 2
Delay = 0 500
VolumeShift = -10
Priority = low
Type = world shrouded everyone
End
AudioEvent ConvoyTruckMoveLoop
Control = loop all random
Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d
Attack = ctrulo1a
Decay = ctrulo3a
VolumeShift = -10
Volume = 75
Priority = high
Type = world shrouded everyone
End
AudioEvent ConvoyTruckSelect
Sounds = vconsela vconselb
Control = random
Volume = 60
VolumeShift = -10
Type = world shrouded everyone
End
AudioEvent ExplosionCarpetBomb
Sounds = gexpcara gexpcarb gexpcarc gexpcard
Control = interrupt random
Limit = 2
PitchShift = -10 10
VolumeShift = -10
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent RadarVanMoveStart
Sounds = vradstaa vradstab vradstac
Volume = 55
PitchShift = -5 5
Delay = 0 500
VolumeShift = -10
Control = random
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent CarMoveStart
Sounds = vcarstaa vcarstab vcarstac
Volume = 55
PitchShift = -5 5
Delay = 0 500
VolumeShift = -10
Control = random
Limit = 3
Priority = low
Type = world shrouded everyone
End
;AudioEvent HijackDriver
; Sounds = ihijweaa
; Control = interrupt random
; Limit = 2
; VolumeShift = -10
; Volume = 80
; Type = world shrouded everyone
;End
AudioEvent ScudLauncherWeapon
Sounds = vscuweaa
Control = interrupt random
Delay = 0 300
Priority = normal
Limit= 2
VolumeShift = -20
PitchShift = -4 4
Volume = 100
Type = world shrouded everyone
End
AudioEvent HeroUSAChargePlace
Sounds = iheuchar
Priority = high
Volume = 100
Type = world shrouded everyone
End
AudioEvent HeroUSAChargeBeep
Sounds = iheubeep
Volume = 100
Type = world shrouded everyone
End
AudioEvent HeroUSATimeBombClick
Sounds = iheutima iheutimb
Volume = 100
Type = world shrouded everyone
End
AudioEvent StealthOn
Sounds = gstealon
Volume = 70
Limit = 1
Type = world shrouded everyone
End
AudioEvent StealthOff
Sounds = gstealof
Volume = 70
Limit = 1
Type = world shrouded everyone
End
AudioEvent HackerWeaponLoop
Control = loop all random
Sounds = ihaclo2a ihaclo2b ihaclo2c
Attack = ihaco1a
Decay = ihaclo3a
PitchShift = -10 10
VolumeShift= -15
Volume = 60
MinRange = 100
MaxRange = 500
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent BattleDroneWeapon
Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d
; Sounds = vdroweaa vdroweab vdroweac vdrowead vdroweae
Control= random interrupt
Priority = normal
; PitchShift = -5 5
VolumeShift= -15
Limit = 3
Volume = 70
; MinRange = 200
; MaxRange = 600
Type = world shrouded everyone
End
AudioEvent ExplosionScudExplosive
Sounds = gexpscu1
Control = interrupt
Limit = 2
PitchShift = -10 10
VolumeShift = -10
Volume = 100
Priority = normal
Type = world shrouded everyone
End
AudioEvent TerroristCarBomb
Sounds = itercara
Control = interrupt random
Limit = 2
VolumeShift = -10
Volume = 80
Priority = normal
Type = world shrouded everyone
End
AudioEvent TerrorCellActivated
Sounds = sambusha
Control = interrupt random
Limit = 2
VolumeShift = -10
Volume = 110
MinRange = 300
MaxRange = 2000
Priority = normal
Type = world shrouded everyone
End
AudioEvent RebelAmbushActivated
Sounds = sambusha
Control = interrupt random
Limit = 2
VolumeShift = -10
Volume = 130
PitchShift = 0 20
MinRange = 300
MaxRange = 2000
Priority = high
Type = world shrouded everyone
End
AudioEvent MilitarySubtitlesTyping
Sounds = utext1a
Control = random
Priority = HIGH
VolumeShift = -10
Volume = 15
Type = ui player
End
AudioEvent RaptorDie
Sounds = vrapdiea
Control = interrupt random
Limit = 2
PitchShift = -10 10
Volume = 95
Priority = normal
Type = world shrouded everyone
End
AudioEvent RaptorCrash
Sounds = vrapcraa
Control = interrupt random
Limit = 2
VolumeShift = -10
PitchShift = -10 10
Volume = 80
Priority = normal
Type = world shrouded everyone
End
AudioEvent CargoJetFlambe
Sounds = gexpfira gexpfirb gexpfirc
Control = interrupt random
VolumeShift = -20
PitchShift = -10 10
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent GattlingTankMoveStart
Sounds = vgatstaa vgatstab vgatstac vgatstad
Control = random
PitchShift = -2 2
Delay = 0 600
VolumeShift= -10
Volume = 45
Priority = low
Type = world shrouded everyone
End
AudioEvent RaptorAfterburner
Sounds = vjetafta
Control = interrupt random
Limit = 2
VolumeShift = -10
PitchShift = -10 10
Volume = 100
Priority = low
Type = world shrouded everyone
End
AudioEvent RadarLockOnTone
Sounds = cloctone
Volume = 20
Type = ui player
End
AudioEvent BinkHandle
Volume = 40
Type = ui player
End
AudioEvent ExecuteDemoralize
Sounds = uconst1a
Priority = high
Volume = 15
Type = ui player
End
AudioEvent RangerFlashBangWeapon
Sounds = iranflaa iranflab
PitchShift = -5 5
VolumeShift = -10
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent ExplosionFlashBang
Sounds = gexpflaa gexpflab gexpflac
PitchShift = -5 5
VolumeShift = -10
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent A10ThunderboltAmbientLoop
Sounds = va10lo2a va10lo2b va10lo2c
Attack = va10lo1a
Decay = va10lo3a
Control = loop all random
Volume = 70
MinRange = 50
MaxRange = 700
Limit = 3
PitchShift = -10 10
Priority = low
Type = world shrouded everyone
End
AudioEvent A10ThunderboltDive
Sounds = va10diva va10divb
Control = random
Volume = 100
Limit = 1
PitchShift = -5 5
MinRange = 250
MaxRange = 1000
Priority = high
Type = world shrouded everyone
End
AudioEvent ExplosionA10ThunderboltMissile
Sounds = gexpifva gexpifvb gexpifvc
Priority = normal
Control = random interrupt
VolumeShift = -20
PitchShift = -5 5
Volume = 85
Limit = 1
Type = world shrouded everyone
End
AudioEvent PreDirtyNukeDetonation
Sounds = gairraid
Volume = 70
Type = world global everyone
End
AudioEvent ScudStormLaunch
Sounds = vtomweaa
Control = interrupt random
Priority = high
Limit= 4
PitchShift = -5 5
Volume = 105
Type = world shrouded everyone
End
AudioEvent ScudStormInitiated
Sounds = sscuread
Priority = high
Volume = 90
Type = world global everyone
End
AudioEvent PilotSoundEject
Sounds = gejecta
Type = world shrouded everyone
End
;Played when bomb truck successfully disguises self.
AudioEvent BombTruckDisguiseStarted
Sounds = vbomdisa
Priority = high
Type = world shrouded everyone
End
;Played when bomb truck is revealed but attacking
AudioEvent BombTruckDisguiseRevealedSuccess
Sounds = ;iredchea iredcheb iredchec
Control = random
Limit = 2
PitchShift = -5 5
Volume = 55
Priority = normal
Type = ui
End
;Played when bomb truck disguised but revealed and not trying to attack
;Basically caught with his pants down.
AudioEvent BombTruckDisguiseRevealedFailure
Sounds = ;gejecta
Type = world global everyone
End
AudioEvent PaladinPointDefenseLaserPulse
Sounds = vpalwe2a vpalwe2b vpalwe2c vpalwe2d
Control = random interrupt
PitchShift = -10 10
VolumeShift = -10
Volume = 75
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent BeaconPlaced
Sounds = uralset1
Priority = high
Volume = 70
Type = world player
End
AudioEvent BeaconPlacementFailed
Sounds = uralsetn
; MinRange = 100
; MaxRange = 500
MinVolume = 80
Priority = high
Type = world player
End
;When point defense lasers shoot down missiles
AudioEvent GenericMissileDisintegration
Sounds = gexpifva gexpifvb gexpifvc
Control = random interrupt
VolumeShift = -20
PitchShift = -5 5
Volume = 85
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent PatriotBatteryWeapon
Sounds = btunweaa btunweab btunweac btunwead
Control = interrupt random
Priority = normal
Limit= 3
VolumeShift = -20
PitchShift = -10 10
Volume = 100
Type = world shrouded everyone
End
AudioEvent PathfinderWeapon
Sounds = ijarwe1a
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Limit = 3
Volume = 100
Priority = high
Type = world shrouded everyone
End
AudioEvent JarmenKellWeapon
Sounds = ijarwe1a
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Limit = 3
Volume = 100
Priority = high
Type = world shrouded everyone
End
AudioEvent JarmenKellWeaponSnipe
Sounds = ijarwe2a
Control = interrupt random
PitchShift = -5 5
VolumeShift = -10
Limit = 3
Volume = 100
Priority = high
Type = world shrouded everyone
End
AudioEvent BridgeDamaged
Sounds = gbridama gbridamb
Control = random
Volume = 90
Limit = 2
Priority = normal
Type = world shrouded everyone
End
;The regular un-upgraded bomb truck bomb when it blows.
AudioEvent BombTruckDefaultBombDetonation
Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
Control = interrupt random
Limit = 2
PitchShift = -10 10
VolumeShift = -20
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent BridgeRepaired
Sounds = gbrirepa
Volume = 90
Priority = normal
Type = world shrouded everyone
End
;The bomb truck with BIO-BOMB weapon upgrade. It's possible
;to have both this bomb and the high explosive sound
;play when both upgrades are active simultaneously
AudioEvent BombTruckBioBomb
Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
Control = interrupt random
Limit = 2
PitchShift = -10 10
VolumeShift = -20
Volume = 90
Priority = normal
Type = world shrouded everyone
End
;The bomb truck with HIGH-EXPLOSIVE upgrade. It's possible
;to have both this bomb and the high explosive sound
;play when both upgrades are active simultaneously
AudioEvent BombTruckHighExplosiveBomb
Sounds = bgendiea bgendieb bgendiec bgendied bgendiee bgendief
Control = interrupt random
Limit = 2
PitchShift = -10 10
VolumeShift = -20
Volume = 90
Priority = normal
Type = world shrouded everyone
End
AudioEvent ParticleUplinkCannon_PowerupSoundLoop
Sounds = sparlo1b sparlo1c
Attack = sparlo1a
Control = random
Control = loop all random
MinRange = 300
MaxRange = 1000
Limit = 2
Volume = 110
Priority = critical
Type = world shrouded everyone
End
AudioEvent ParticleUplinkCannon_UnpackToIdleSoundLoop
Sounds = sparlo2b sparlo2c
Attack = sparlo2a
Control = loop all random
MinRange = 300
MaxRange = 1000
Volume = 110
Limit = 2
Priority = critical
Type = world shrouded everyone
End
AudioEvent ParticleUplinkCannon_FiringToPackSoundLoop
Sounds = sparlo3b sparlo3c
Attack = sparlo3a
Decay = sparlo3d
Control = loop all random
MinRange = 300
MaxRange = 1000
Volume = 120
Limit = 2
Priority = critical
Type = world shrouded everyone
End
AudioEvent ParticleUplinkCannon_GroundAnnihilationSoundLoop
Control = loop all random
Sounds = sparlo4b sparlo4c sparlo4d
Attack = sparlo4a
Decay = sparlo4e
MinRange = 1800
MaxRange = 20000
Volume = 110
Limit = 2
Priority = critical
Type = world everyone
End
AudioEvent FireArtilleryCannonSound
Sounds = sartweaa
Volume = 110
MinVolume = 70
Priority = high
Type = world global everyone
End
AudioEvent TrainRunningLoop
Control = loop all random
Sounds = gtralo2a gtralo2b gtralo2c
Attack = gtralo1a
Decay = gtralo3a
MinRange = 250
MaxRange = 1500
Volume = 90
Limit = 1
Priority = normal
Type = world shrouded everyone
End
AudioEvent TrainClicketyClack
Sounds = gtraclaa gtraclab gtraclac gtraclad
Control = random
PitchShift = 0 30
VolumeShift= -20
Volume = 70
Limit = 5
Priority = low
Type = world shrouded everyone
End
AudioEvent ArtilleryBarrageIncomingWhistle
Sounds = gshescra gshescrb gshescrc gshescrd
Control = random
Volume = 70
VolumeShift = -20
Limit = 4
MinRange = 300
MaxRange = 2000
PitchShift = -20 20
Priority = normal
Type = world everyone
End
AudioEvent NukeCannonIncomingWhistle
Sounds = gshescra gshescrb gshescrc gshescrd
Delay = 400 1000
Control = random
Volume = 60
PitchShift = -10 10
Priority = normal
Type = world shrouded everyone
End
AudioEvent InfernoCannonIncomingWhistle
Sounds = gshescra gshescrb gshescrc gshescrd
Delay = 300 700
Control = random
Volume = 60
PitchShift = -10 10
Priority = normal
Type = world shrouded everyone
End
AudioEvent TrainWhistle
Sounds = gtrawhia
Volume = 60
Limit = 1
Type = world shrouded everyone
End
AudioEvent MineExplosion
Sounds = gexpmina gexpminb
Control = interrupt random
VolumeShift = -15
PitchShift = -15 15
Volume = 80
Limit = 3
Priority = high
; LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent MineClearedByWorker
Sounds = gminecla gmineclb
Control = interrupt random
PitchShift = -20 20
VolumeShift = -15
Volume = 80
Limit = 3
Priority = high
Type = world shrouded everyone
End
AudioEvent MineClearedByDozer
Sounds = gminecla gmineclb
Control = interrupt random
PitchShift = -20 20
VolumeShift = -15
Volume = 80
Limit = 3
Priority = high
Type = world shrouded everyone
End
AudioEvent MineFieldPlaced
Sounds = gminepla
Control = interrupt random
Volume = 100
Limit = 1
Priority = high
Type = world shrouded everyone
End
AudioEvent ExplosionClusterMine
Sounds = scluster
Control = interrupt random
Volume = 100
Limit = 1
MinRange = 200
MaxRange = 1000
Priority = high
Type = world shrouded everyone
End
AudioEvent ColonelBurtonPlantCharge
Sounds = icolseta
Control = interrupt random
Volume = 80
Limit = 1
Delay = 5500 5500
Priority = high
Type = world shrouded everyone
End
AudioEvent ColonelBurtonWeapon
Sounds = icolweaa icolweab
Control = random
Limit = 2
Priority = normal
PitchShift = -5 5
VolumeShift = -15
Volume = 95
Priority = high
Type = world shrouded everyone
End
AudioEvent BlackLotusPack
Sounds = iblasetb
Volume = 90
PitchShift = -10 10
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent BlackLotusUnpack
Sounds = iblaseta
Volume = 90
PitchShift = -10 10
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent BlackLotusTrigger
Sounds =
Control = interrupt random
Volume = 70
Limit = 1
Priority = normal
Type = world shrouded everyone
End
AudioEvent BlackLotusPrepLoop
Control = loop all random
Sounds = ihaclo2a ihaclo2b ihaclo2c
Attack = ihaclo1a
Decay = ihaclo3a
Priority = LOW
Volume = 50
VolumeShift = -10
PitchShift = -10 10
Priority = normal
Type = world shrouded everyone
End
AudioEvent HackerPack
Sounds = iblasetb
Volume = 90
PitchShift = -10 10
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent HackerUnpack
Sounds = ihacseta
Control = interrupt random
Volume = 70
PitchShift = -10 10
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent HackerPrepLoop
Control = loop all random
Sounds = ihaclo2a ihaclo2b ihaclo2c
Attack = ihaclo1a
Decay = ihaclo3a
Priority = LOW
Volume = 50
VolumeShift = -10
PitchShift = -10 10
Priority = normal
Type = world shrouded everyone
End
AudioEvent HackerCashPing
Sounds = ihaccasa ihaccasb
VolumeShift = -5
Limit = 2
Volume = 20
Priority = lowest
Type = world shrouded everyone
End
AudioEvent BombTickTimed
Sounds = icoltima icoltimb icoltimc
Control = random
Limit = 3
VolumeShift = -10
Volume = 65
Priority = low
Type = world shrouded everyone
End
AudioEvent BombTickRemote
Sounds = icolbeep
Control = interrupt
Limit = 3
Volume = 65
Priority = low
Type = world shrouded everyone
End
AudioEvent AvalancheCrack
Sounds = btopp02a
Control = interrupt
PitchShift = -50 -50
Volume = 120
Limit = 10
Type = world shrouded everyone
End
AudioEvent IRPing
Sounds = ; icolbeep -Dustin says "no beep"
Control = interrupt
PitchShift = 100 100
Limit = 3
Volume = 25
Type = world shrouded everyone
End
AudioEvent IRPingLoud
Sounds = ; icolbeep -Dustin says "no beep"
Control = interrupt
PitchShift = 120 120
Limit = 3
Volume = 35
Type = world shrouded everyone
End
AudioEvent AngryMobWeaponAK47
Sounds = iangwe3a iangwe3b iangwe3c iangwe3d
Control= random interrupt
Priority = normal
VolumeShift= -15
PitchShift = -10 10
Limit= 2
Volume=75
Type = world shrouded everyone
End
AudioEvent WallSandDie
Sounds = gwalbdia
Volume = 70
Limit = 3
Priority = lowest
Type = world shrouded everyone
End
AudioEvent WallStoneDie
Sounds = gwalsdia gwalsdib
Control = random
Volume = 70
Limit = 3
Priority = lowest
Type = world shrouded everyone
End
AudioEvent WallWoodDie
Sounds = gwalwdia gwalwdib
Control = random
Volume = 70
Limit = 3
Priority = lowest
Type = world shrouded everyone
End
AudioEvent WallMetalDie
Sounds = gwalmdia gwalmdib
Control = random
Volume = 70
Limit = 3
Priority = lowest
Type = world shrouded everyone
End
AudioEvent POWTruckEnter
Sounds = vpowenta
Volume = 90
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent POWTruckExit
Sounds = vpowexia
Volume = 100
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent HumveeEnter
Sounds = vhumenta vhumentb vhumentc
Volume = 100
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent HumveeExit
Sounds = vhumexia vhumexib vhumexic
Volume = 100
Limit = 3
Priority = low
Type = world shrouded everyone
End
AudioEvent RailroadBridgeMetalFatigue
Sounds = btopp01a
Limit = 2
PitchShift = -40 -10
Volume = 110
Priority = low
Type = world shrouded everyone
End
AudioEvent ComancheWeaponMachineGun
Sounds = vcomwe2a vcomwe2b vcomwe2c vcomwe2d
Control= random interrupt
Priority = normal
VolumeShift= -15
Limit = 3
Volume = 70
; MinRange = 400
; MaxRange = 800
Type = world shrouded everyone
End
AudioEvent RiverSplash5000
Sounds = gdamspl1b gdamspl1d
Limit = 2
Volume = 80
PitchShift = 10 30
Delay = 5000 5000
Priority = low
Type = world shrouded everyone
End
AudioEvent RiverSplash6000
Sounds = gdamspl1b gdamspl1d
Limit = 2
Volume = 100
PitchShift = 0 11
Delay = 6000 6000
Priority = low
Type = world shrouded everyone
End
AudioEvent RiverSplash7000
Sounds = gdamspl1b gdamspl1d
Limit = 2
Volume = 80
PitchShift = 30 70
Delay = 7000 7000
Priority = low
Type = world shrouded everyone
End
AudioEvent RadarOn
Sounds = gradarup
Limit = 1
Volume = 45
Type = ui player
End
AudioEvent RadarOff
Sounds = gradardn
Limit = 1
Volume = 45
Type = ui player
End
AudioEvent ExplosionMiniNuke
Sounds = gexpnuka
Control = interrupt random
Volume = 110
Limit = 3
Priority = normal
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent ExplosionFire
Sounds = gexpfira gexpfirb gexpfirc
Control = interrupt random
VolumeShift = -20
PitchShift = -10 10
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent ExplosionArtilleryBarrage
Sounds = gexparta gexpartb gexpartc
Control = interrupt random
VolumeShift = -20
PitchShift = -20 20
Volume = 100
Limit = 5
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingDisabled
Sounds = gpowerdn
Volume = 90
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingEnabled
Sounds = gpowerup
Volume = 80
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent PoliceCarSirenLoop
Control = loop all random
Sounds = vcoplo2a vcoplo2b
Attack = vcoplo1
Priority = normal
Limit = 2
MinRange = 100
; MaxRange = 400
Volume = 60
Type = world shrouded everyone
End
AudioEvent CivilianChinaMaleDie
Sounds = icimcdia icimcdib icimcdic icimcdid icimcdie icimcdif icimcdig icimcdih icimcdii icimcdij
Volume = 100
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent CivilianChinaFemaleDie
Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifcdif icifcdig icifcdih icifcdii icifcdij
Volume = 100
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent CivilianArabMaleDie
Sounds = icimadia icimadib icimadic icimadid icimadie icimadif icimadig icimadih icimadii icimadij
Volume = 100
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent CivilianArabFemaleDie
Sounds = icifcdia icifcdib icifcdic icifcdid icifcdie icifdif icifcdig icifcdih icifcdii icifcdij
Volume = 100
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent OverlordTankTurretMoveLoop
Control = loop all random
Sounds = vovelo2a vovelo2b
Attack = vovelo1a
Decay = vovelo3a
MinRange = 75
MaxRange = 600
VolumeShift = -20
Volume = 40
Limit = 2
Priority = low
Type = world shrouded everyone
End
AudioEvent BuildingDie
Sounds = gbuidiea gbuidieb gbuidiec gbuidied gbuidiee gbuidief gbuidieg
Control = random interrupt
VolumeShift = -10
PitchShift = -10 10
Limit = 2
Volume = 110
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingDamagedStateLight
Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg
Control = random interrupt
VolumeShift = -20
PitchShift = -10 10
Limit = 2
Volume = 110
Priority = normal
Type = world shrouded everyone
End
AudioEvent VehicleDamagedState
Sounds = gbuidama gbuidamb gbuidamc gbuidamd gbuidame gbuidamf gbuidamg
Control = random interrupt
VolumeShift = -20
PitchShift = -10 10
Limit = 2
Volume = 80
Priority = normal
Type = world shrouded everyone
End
AudioEvent NukeCannonWeapon
Sounds = vnukweaa
Control = interrupt
PitchShift = -5 5
VolumeShift = -20
Volume = 110
Limit = 2
Priority = normal
Type = world shrouded everyone
End
AudioEvent ExplosionAnthraxBomb
Sounds = santexpl
Volume = 120
MinVolume = 80
Limit = 3
Priority = critical
MinRange = 1800
MaxRange = 20000
Priority = high
Type = world everyone
End
AudioEvent NukeCannonDeploy
Sounds = vnukde1a
Volume = 100
PitchShift = -20 0
Type = world shrouded everyone
End
AudioEvent NukeCannonUnDeploy
Sounds = vnukde2a
Volume = 100
PitchShift = -20 0
Type = world shrouded everyone
End
AudioEvent RepairSparks
Sounds = ;gsparksa gsparksb needs to be revisited.
Control = random
Limit = 4
Volume = 50
PitchShift = -10 10
VolumeShift = -20
Type = world shrouded everyone
End
AudioEvent DieByFireUSA
Sounds = idiufira idiufirb idiufirc idiufird idiufire idiufirf idiufirg idiufirh
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent DieByFireGLA
Sounds = idigfira idigfirb idigfirc idigfird idigfire idigfirf idigfirg idigfirh
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent DieByFireChina
Sounds = idicfira idicfirb idicfirc idicfird idicfire idicfirf idicfirg idicfirh
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent DieByFireFemale
Sounds = idiffira idiffirb idiffirc idiffird
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent DieByToxinUSA
Sounds = idiutoxa idiutoxb idiutoxc idiutoxd idiutoxe idiutoxf idiutoxg idiutoxh
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent DieByToxinGLA
Sounds = idigtoxa idigtoxb idigtoxc idigtoxd idigtoxe idigtoxf idigtoxg idigtoxh
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent DieByToxinChina
Sounds = idictoxa idictoxb idictoxc idictoxd idictoxe idictoxf idictoxg idictoxh
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent DieByToxinFemale
Sounds = idiftoxa idiftoxb idiftoxc idiftoxd
Control = random
Volume = 90
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent NukeCannonTurretMoveLoop
Control = loop all random
Sounds = vnuklo2a vnuklo2b
Attack = vnuklo1a
Decay = vnuklo3a
; MinRange = 100
; MaxRange = 400
VolumeShift = -10
Volume = 45
Priority = low
Type = world shrouded everyone
End
AudioEvent SalvageUpgrade
Sounds = gsalvage
Volume = 80
Priority = high
Type = world shrouded player
End
AudioEvent OverlordExpansion
Sounds = voveupgr
Volume = 90
Priority = high
Type = world shrouded player
End
AudioEvent SpySatellite
Sounds = sspysate
Volume = 100
Priority = high
Type = world player
End
AudioEvent CrateCash
Sounds = gcracash
Volume = 100
Priority = high
Type = world global player
End
AudioEvent FireStormLoop
Sounds = gstolo1a gstolo1b gstolo1c
Attack = gstolo1a
Decay = gstolo3a
Control = random loop all
Priority = normal
Limit = 3
Volume = 90
Type = world shrouded everyone
End
AudioEvent ToxinTractorDie
Sounds = vtoxdiea vtoxdieb
Delay = 300 500
Control = random
PitchShift = -15 15
Volume = 100
Limit = 3
Priority = normal
Type = world shrouded everyone
End
AudioEvent BuildingDebris
Sounds = gbuideba gbuidebb gbuidebc gbuidebd gbuidebe gbuidebf gbuidebg gbuidebh gbuidebi gbuidebj gbuidebk gbuidebl gbuidebm gbuidebn gbuidebo gbuidebp
Control = random
Limit = 3
VolumeShift = -10
PitchShift = -5 5
Volume = 55
Priority = low
Type = world shrouded everyone
End
AudioEvent MoneyDeposited
Sounds = ucredupa
Control = random
Limit = 3
Volume = 30
Priority = low
Type = ui player
End
AudioEvent MoneyWithdraw
Sounds = ucreddna
Control = random
Limit = 3
Volume = 30
Priority = low
Type = ui player
End
AudioEvent CratePickupSound
Sounds = gcramona
Control = random
Limit = 3
VolumeShift = -10
Volume = 120
Type = world shrouded player
End
AudioEvent CrateHeal
Sounds =
Control = random
Limit = 3
VolumeShift = -10
Volume = 120
Type = world shrouded player
End
AudioEvent CrateShroud
Sounds =
Control = random
Limit = 3
VolumeShift = -10
Volume = 120
Type = world shrouded player
End
AudioEvent CrateMoney
Sounds = gcramona
Control = random
Limit = 3
VolumeShift = -10
MinRange = 150
Volume = 120
Type = world shrouded player
End
AudioEvent CrateFreeUnit
Sounds = gcramona
Control = random
Limit = 3
VolumeShift = -10
Volume = 120
Type = world shrouded player
End
AudioEvent UnitPromoted
Sounds = gunitpra
Limit = 1
VolumeShift = -10
Volume = 90
Type = world shrouded player
End
AudioEvent CivPropPlaneAmbientLoop
Sounds = vprolo1a vprolo1b vprolo1c vprolo1d vprolo1e vprolo1f
Decay = vprolo1g
Control = loop all random
Priority = lowest
Limit = 2
Volume = 60
; MinRange = 200
; MaxRange = 600
VolumeShift = -10
PitchShift = -10 10
Type = world everyone
End
AudioEvent CivAirportAmbience
Sounds = bcivaira bcivairb bcivairc
Control = loop random
Delay = 15000 20000
Priority = lowest
Volume = 65
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent CivIndustrialPlantAmbientLoop
Sounds = bindlo1a bindlo1b bindlo1c bindlo1d
Decay = bindlo2a
Control = loop all random
Priority = lowest
Volume = 85
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent ChemBunkerDamagedAmbientLoop
Sounds = btoxlo1a btoxlo1b btoxlo1c btoxlo1d
Decay = btoxlo2a
Control = loop all random
Priority = lowest
Volume = 85
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent ToxicPoolAmbientLoop
Sounds = gtoxlo2a gtoxlo2b gtoxlo2c gtoxlo2d
Attack = gtoxlo1a
Decay = gtoxlo3a
Control = loop all random
Priority = lowest
Limit = 2
Volume = 85
VolumeShift = -20
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent ToxicPoolDie
Sounds = gtoxlo3a
Priority = lowest
Limit = 2
Volume = 85
VolumeShift = -20
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent AnthraxPoolAmbientLoop
Sounds = gantlo2a gantlo2b gantlo2c gantlo2d
Attack = gantlo1a
Decay = gantlo3a
Control = loop all random
Priority = lowest
Limit = 2
Volume = 85
VolumeShift = -20
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent AnthraxPoolDie
Sounds = gantlo3a
Priority = lowest
Limit = 2
Volume = 85
VolumeShift = -20
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent RadiationPoolAmbientLoop
Sounds = gantlo2a gantlo2b gantlo2c gantlo2d
Attack = gantlo1a
Decay = gantlo3a
Control = loop all random
Priority = lowest
Limit = 2
Volume = 85
VolumeShift = -20
PitchShift = -10 10
Type = world everyone
End
AudioEvent RadiationPoolDie
Sounds = gantlo3a
Priority = lowest
Limit = 2
Volume = 85
VolumeShift = -20
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent HotelAmbientDiver
Sounds = auhodi1a auhodi1b
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 75
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent HotelAmbientSwimmerLoop
Sounds = auhosw1a auhosw1b auhosw1c auhosw1d auhosw1e
Control = loop all random
Priority = lowest
Volume = 65
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent HotelAmbientTennisLoop
Sounds = auhote1a auhote1b auhote1c auhote1d
Control = loop all random
Priority = lowest
Volume = 60
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent CraneAmbience
Sounds = auiycr1a auiycr1b auiycr1c auiycr1d auiycr1e
Control = loop all random
Delay = 15000 20000
Priority = lowest
Volume = 55
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent OilDerrickAmbientLoop
Sounds = boillo2a boillo2b boillo2c
Attack = boillo1a
Decay = boillo3a
Control = loop all random
Delay = 8000 15000
Priority = lowest
Volume = 55
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent FarmAmbientLoop
Control = loop all random
Sounds = addfam1a addfam1b addfam1c addfam1d addfam1e
Priority = lowest
Volume = 65
Limit = 2
VolumeShift = -10
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent CowAmbience
Sounds = addfco1a addfco1b addfco1c
Control = loop random
Delay = 15000 20000
Priority = lowest
Volume = 65
VolumeShift = -10
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent DocksWallaLoop
Sounds = addowl1a addowl1b addowl1c addowl1d addowl1e addowl1f
Control = loop all random
Priority = lowest
Volume = 75
Limit = 1
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent ParkChimes
Sounds = aupach1a aupach1b aupach1c
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 55
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent DocksUrbanBirdsAmbience
Sounds = audobi1a audobi1b audobi1c audobi1d audobi1e
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 60
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent IndustrialYardAmbientLoop
Sounds = auiyam1a auiyam1b auiyam1c auiyam1d
Control = loop all random
Priority = lowest
Volume = 80
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent ChinaNightClubLoop
Sounds = aunccl1a aunccl1b
Control = loop random
Priority = lowest
Volume = 80
VolumeShift = -5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent DocksVillageWaterLapping
Sounds = addowa1a addowa1b addowa1c addowa1d addowa1e addowa1f addowa1g addowa1h
Control = loop all random
Priority = lowest
Volume = 75
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent PlaygroundAmbience
Sounds = addvki1a addvki1b addvki1c addvki1d
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
;====================AMBIENT OBJECT SECTION =================
AudioEvent Amb_DesertFarmGoat
Sounds = addfgo1a addfgo1b addfgo1c
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 65
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertFarmRooster
Sounds = addfro1a addfro1b addfro1c
Control = loop random
Delay = 10000 15000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertFarmSheep
Sounds = addfsh1a addfsh1b addfsh1c
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 65
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertMarketBell
Sounds = addmbe1a addmbe1b addmbe1c
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 70
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertMarketCarHorn
Sounds = addmho1a addmho1b addmho1c
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertMarketDog
Sounds = addmdo1a addmdo1b
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertMarketDog2
Sounds = addmdo2a addmdo2b addmdo2c
Control = loop random
Delay = 3000 15000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertMarketGoat
Sounds = addmgo1a addmgo1b addmgo1c addmgo1d
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 60
VolumeShift = -10
PitchShift = -10 10
MinRange = 100
; MaxRange = 800
Type = world everyone
End
AudioEvent Amb_DesertMarketMoped
Sounds = addmmo1a
Control = loop
Delay = 9000 15000
Priority = lowest
Volume = 60
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertMarketWallaMusicLoop
Sounds = addmmu1a addmmu1b addmmu1c addmmu1d addmmu1e addmmu1f addmmu1g
Control = loop all random
Priority = lowest
Volume = 60
Limit = 2
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertMarketWallaLoop
Sounds = addmwl1a addmwl1b addmwl1c addmwl1d addmwl1e addmwl1f addmwl1g addmwl1h ;addmwl1i
Control = loop all random
Priority = lowest
Volume = 60
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertMarketWallaWomenLoop
Sounds = addmwo1a addmwo1b addmwo1c addmwo1d addmwo1e addmwo1f addmwo1g addmwo1h addmwo1i
Control = loop all random
Priority = lowest
Volume = 60
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertNatureDayBirds
Sounds = addnbi1a addnbi1b addnbi1c addnbi1d addnbi1e
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertNatureDayBirds2
Sounds = addobi1a addobi1b addobi1c
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertNatureDayInsects
Sounds = addnin1a addnin1b
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertNatureDayInsects2
Sounds = addnin2a addnin2b addnin2c addnin2d
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertNatureDayInsects3
Sounds = addnin3a addnin3b addnin3c addnin3d
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 100
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertNatureWindThinLoop
Sounds = addnwi1a addnwi1b addnwi1c addnwi1d
Control = loop all random
Priority = lowest
Volume = 105
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertNatureWindTreesLoop
Sounds = addnwi2a addnwi2b addnwi2c addnwi2d addnwi2e addnwi2f addnwi2g
Control = loop all random
Priority = lowest
Volume = 75
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertNatureWindThickLoop
Sounds = addnwi3a addnwi3b addnwi3c addnwi3d addnwi3e
Control = loop all random
Priority = lowest
Volume = 90
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertVillageDayBirds
Sounds = addvbi1a addvbi1b addvbi1c addvbi1d addvbi1e addvbi1f addvbi1g
Control = loop random
Priority = lowest
Volume = 75
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageDayBirds2
Sounds = addobi2a addobi2b addobi2c
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageDayDog
Sounds = addvdo1a
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageKids
Sounds = addvki1a addvki1b addvki1c addvki1d
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 80
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageKids2
Sounds = addvki2a addvki2b addvki2c
Control = loop random
Delay = 6000 10000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageDayMenLoop
Sounds = addvma1a addvma1b addvma1c addvma1d addvma1e addvma1f
Control = loop all random
Priority = lowest
Volume = 65
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertVillageDayMoped
Sounds = addvmo1a
Control = loop random
Delay = 10000 20000
Priority = lowest
Volume = 60
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageDayRooster
Sounds = addvro1a addvro1b
Control = loop random
Delay = 10000 15000
Priority = lowest
Volume = 75
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageDayWallaLoop
Sounds = addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1a addvwl1b addvwl1c addvwl1d addvwl1f addvwl1e addvwl1f ;addvwl1g
Control = loop all random
Priority = lowest
Volume = 65
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertNatureNightInsectLoop
Sounds = adnnin1a adnnin1b adnnin1c
Control = loop all random
Priority = lowest
Volume = 60
Limit = 2
PitchShift = -2 2
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertVillageNightCat
Sounds = adnvca1a adnvca1b adnvca1c
Control = loop random
Delay = 10000 18000
Priority = lowest
Volume = 65
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageNightDog
Sounds = adnvdo1a adnvdo1b adnvdo1c
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageNightDog2
Sounds = adnvdo2a adnvdo2b adnvdo2c adnvdo2d adnvdo2e
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageNightDrummerLoop
Sounds = adnvdr1a adnvdr1b adnvdr1c
Control = loop all random
Priority = lowest
Volume = 75
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertVillageNightInsect
Sounds = adnvin1a adnvin1b adnvin1c
Control = loop random
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -3 3
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageNightInsect2
Sounds = adnvin1a adnvin1b adnvin1c
Control = loop random
Priority = lowest
Volume = 65
VolumeShift = -10
PitchShift = -3 3
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertVillageNightMenLoop
Sounds = adnvme1a adnvme1b adnvme1c adnvme1d adnvme1e adnvme1f adnvme1g adnvme1h
Control = loop all random
Priority = lowest
Volume = 75
VolumeShift = -10
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_DesertVillageNightTrash
Sounds = adnvtr1a adnvtr1b
Control = loop random
Delay = 15000 30000
Priority = lowest
Volume = 70
VolumeShift = -20
PitchShift = -20 20
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanTrainStationAmbientLoop
Sounds = autsamba autsambb autsambc autsambd
Control = loop all random
Priority = lowest
Volume = 65
VolumeShift = -10
PitchShift = -10 10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_UrbanTrainStationAmbientLoop2
Sounds = autsam2a autsam2b
Control = loop all random
Priority = lowest
Volume = 75
VolumeShift = -10
PitchShift = -10 10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_UrbanBusStationAmbientLoop
Sounds = aubsam1a aubsam1b aubsam1c aubsam1d aubsam1e aubsam1f
Control = loop all random
Priority = lowest
Volume = 80
VolumeShift = -10
PitchShift = -10 10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_UrbanBusStationPAVoice
Sounds = aubspa1a aubspa1b aubspa1c
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 80
VolumeShift = -10
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanBusStationBuses
Sounds = aubsbr1a aubsbr1b aubsbu1a aubsbu1b aubsbu1c aubsbu1d aubsbu1e aubsbu1f
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 75
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanCemetaryBell
Sounds = aucebe1a
Control = loop random
Delay = 15000 25000
Priority = lowest
Volume = 70
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanCemetaryDigging
Sounds = aucesh1a aucesh1b aucesh1c aucesh1d aucesh1e aucesh1f aucesh1g
Control = loop random
Delay = 1000 20000
Priority = lowest
Volume = 75
VolumeShift = -15
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanNightChinaBikeBell
Sounds = auncbe1a auncbe1b
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 95
VolumeShift = -10
PitchShift = -3 3
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanNightChinaClub2
Sounds = aunccl2a
Control = loop random
Priority = lowest
Volume = 80
VolumeShift = -10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_UrbanParkAmbientLoop
Sounds = aupaam1a aupaam1b aupaam1c aupaam1d aupaam1e
Control = loop all random
Priority = lowest
Volume = 85
VolumeShift = -10
PitchShift = -3 3
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_UrbanParkBirds
Sounds = aupabi1a aupabi1b
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 60
VolumeShift = -10
PitchShift = -10 10
MinRange = 200
MaxRange = 800
Type = world everyone
End
AudioEvent Amb_UrbanParkChimes
Sounds = aupach1a aupach1b aupach1c
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 65
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanParkDucks
Sounds = aupadu1a aupadu1b aupadu1c aupadu1d
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 75
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanPoliceSiren
Sounds = auposi2a
Priority = lowest
Volume = 90
VolumeShift = -10
PitchShift = -3 3
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanPoliceSirenLoop
Sounds = auposi1a
Control = loop all random
Priority = lowest
Volume = 90
VolumeShift = -10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_UrbanCityAmbientLoop
Sounds = aurbci1a aurbci1a aurbci1b aurbci1b aurbci1c aurbci1c aurbci1d aurbci1e aurbci1f
Control = loop all random
Priority = lowest
Volume = 75
MinRange = 75
MaxRange = 700
VolumeShift = -10
PitchShift = -10 10
Type = world everyone
End
AudioEvent Amb_UrbanCityAmbientLoop2
Sounds = aurbci2a aurbci2a aurbci2b aurbci2b
Control = loop all random
Priority = lowest
Volume = 75
MinRange = 75
MaxRange = 700
VolumeShift = -10
Type = world everyone
End
AudioEvent Amb_UrbanDocksBirds
Sounds = audobi1a audobi1b audobi1c audobi1d audobi1e
Control = loop random
Delay = 5000 10000
Priority = lowest
Volume = 60
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanDocksAmbientLoop
Sounds = audoam1a audoam1b audoam1c audoam1d audoam1e
Control = loop all random
Priority = lowest
Volume = 70
VolumeShift = -10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_UrbanDocksBouy
Sounds = audobo1a audobo1b audobo1c audobo1d
Control = loop random
Delay = 15000 22000
Priority = lowest
Volume = 65
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanDocksFoghorn
Sounds = audoho1a
Control = loop random
Delay = 20000 25000
Priority = lowest
Volume = 80
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanDocksMachineryLoop
Sounds = audoma1a audoma1b audoma1c audoma1a audoma1b audoma1c audoma1d
Control = loop all random
Priority = lowest
Volume = 75
VolumeShift = -10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_WinterNatureWoodpecker
Sounds = awdnbi1a awdnbi1b
Control = loop random
Delay = 12000 24000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_WinterNatureCrows
Sounds = awdncr1a awdncr1b
Control = loop random
Delay = 10000 20000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_WinterNatureCrows2
Sounds = awdncr2a awdncr2b
Control = loop random
Delay = 10000 20000
Priority = lowest
Volume = 70
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_WinterNatureWindLoop
Sounds = awdnwi1a awdnwi1b awdnwi1c awdnwi1d
Control = loop all random
Priority = lowest
Volume = 60
VolumeShift = -10
PitchShift = -10 10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_WinterNatureNightWolves
Sounds = awnnwo1a awnnwo1b awnnwo1c awnnwo1d awnnwo1e
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 80
VolumeShift = -10
PitchShift = -10 10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanIndustrialYardPileDriver
Sounds = auiypi1a auiypi1b auiypi1c
Control = loop random
Delay = 8000 15000
Priority = lowest
Volume = 45
VolumeShift = -10
PitchShift = -10 10
MinRange = 100
MaxRange = 600
Type = world everyone
End
AudioEvent Amb_UrbanIndustrialYardGeneratorLoop
Sounds = auiyge1a auiyge1b auiyge1c
Control = loop all random
Priority = lowest
Volume = 55
VolumeShift = -10
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_WaterOceanWaves
Control = loop all random
Sounds = awocwava awocwavb awocwavc awocwavd
Delay = 1000 3000
Priority = LOWEST
Volume = 65
Limit = 3
PitchShift = -10 10
Type = world everyone
End
AudioEvent Amb_WaterLakeWaves
Control = loop all
Sounds = awavlaka awavlakb awavlakc awavlakd awavlake
Priority = LOWEST
VolumeShift = -10
PitchShift = -15 0
Delay = 3000 5000
Volume = 45
Type = world everyone
End
AudioEvent Amb_WaterRiverLoop
Control = loop all random
Sounds = ariver1a ariver1b ariver1c
Priority = LOWEST
Limit = 2
PitchShift = -5 5
Volume = 50
MinRange = 75
MaxRange = 700
VolumeShift = -10
Type = world everyone
End
AudioEvent Amb_WaterStreamLoop
Control = loop all random
Sounds = awatstra awatstrb awatstrc
Priority = LOWEST
Limit = 2
PitchShift = -5 5
Volume = 45
VolumeShift = -10
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_WinterNatureWindCold
Sounds = awind3a awind3b
Control = loop random
Priority = LOWEST
Volume = 75
VolumeShift = -10
PitchShift = -10 10
Delay = 8000 16000
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_WinterNatureWind
Sounds = awind2a awind2b awind2c
Control = loop random
Priority = LOWEST
Volume = 60
VolumeShift = -10
PitchShift = -10 10
Delay = 8000 16000
Type = world everyone
End
AudioEvent Amb_DesertVillageDayDog2
Sounds = adog01a adog01b adog01c
Control = loop random
Priority = LOWEST
Volume = 55
VolumeShift = -10
PitchShift = -5 5
Delay = 10000 15000
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_TemperateNightOwl
Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f
Control = loop random
Priority = LOWEST
Volume = 60
VolumeShift = -10
PitchShift = -5 5
Delay = 6000 10000
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_DesertNatureWindNight
Sounds = awind1a awind1b awind1c
Control = loop random
Priority = LOWEST
Volume = 65
VolumeShift = -20
PitchShift = -10 10
Delay = 12000 20000
Type = world everyone
End
AudioEvent Amb_TemperateMeadowAmbientLoop
Sounds = ameado1a ameado1b ameado1c
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 65
MaxRange = 700
Volume = 50
Type = world everyone
End
AudioEvent Amb_TemperateMarshAmbientLoop
Sounds = amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 50
Type = world everyone
End
AudioEvent Amb_DesertMarketWallaLoop2
Control = loop all random
Sounds = amarke1b amarke1c amarke1d amarke1e amarke1b amarke1c amarke1d amarke1e amarke1a
; Attack = amarke1f
; Decay = amarke1g
Priority = LOWEST
Volume = 45
Limit = 2
MinRange = 75
MaxRange = 700
PitchShift = -5 5
Type = world everyone
End
AudioEvent Amb_DesertMarketWallaLoop3
Control = loop all random
Sounds = amarke2a amarke2a amarke2b amarke2c amarke2c amarke2d amarke2d amarke2e amarke2e
Priority = LOWEST
; Attack = amarke2f
; Decay = amarke2g
Volume = 45
Limit = 2
MinRange = 75
MaxRange = 700
PitchShift = -5 5
Type = world everyone
End
AudioEvent Amb_DesertVillageDayWallaLoop2
Control = loop all random
Sounds = avill01a avill01b avill01c avill01d avill01e
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 45
Type = world everyone
End
AudioEvent Amb_JungleDayDenseAmbientLoop
Sounds = ajddamba ajddambb ajddambc ajddambd ajddambe
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 70
Type = world everyone
End
AudioEvent Amb_JungleDayDenseAmbientLoop2
Sounds = ajddam2a ajddam2b ajddam2c ajddam2d ajddam2e
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 70
Type = world everyone
End
AudioEvent Amb_JungleDayDenseAmbientBirds
Sounds = ajddbira ajddbirb ajddbirc ajddbird
Delay 10000 20000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 70
Type = world everyone
End
AudioEvent Amb_JungleDaySparseAmbientLoop
Sounds = ajsdamba ajsdambb ajsdambc ajsdambd
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 75
Type = world everyone
End
AudioEvent Amb_JungleDaySparseAmbientAnimal
Sounds = ajsdania ajsdanib ajsdanic ajsdbira
Delay 10000 20000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 70
Type = world everyone
End
AudioEvent Amb_JungleNightAmbientLoop
Sounds = ajsnamba ajsnambb ajsnambc ajsnambd ajsnambe ajsnambf
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 70
Type = world everyone
End
AudioEvent Amb_JungleNightAmbientLoop2
Sounds = ajsnam2a ajsnam2b ajsnam2c ajsnam2d
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 70
Type = world everyone
End
AudioEvent Amb_MountainNatureAmbientLoop
Sounds = amndamba amndambb amndambc amndambd amndambe
Control = loop all random
Priority = LOWEST
Limit = 2
MinRange = 75
MaxRange = 700
Volume = 70
Type = world everyone
End
AudioEvent Amb_MountainBell
Sounds = amndbe1a
Control = loop
Delay = 15000 20000
Priority = LOWEST
Limit = 2
; MinRange = 200
; MaxRange = 600
Volume = 70
Type = world everyone
End
AudioEvent Amb_MountainBirds
Sounds = amndbi1a amndbi1b amndbi1c amndbi1d amndbi1e amndbi1f amndbi1g amndbi1h
Control = loop random
Priority = LOWEST
Volume = 70
VolumeShift = -10
Delay = 6000 12000
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_MountainBirds2
Sounds = amndbi2a
Control = loop random
Priority = LOWEST
Volume = 70
VolumeShift = -10
Delay = 6000 12000
; MinRange = 200
; MaxRange = 600
Type = world everyone
End
AudioEvent Amb_TemperateForestBirdsLoop
Sounds = atfnbi1a atfnbi1b atfnbi1c atfnbi1d atfnbi1e atfnbi1f atfnbi1g atfnbi1h
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 100
Type = world everyone
End
AudioEvent Amb_TemperateForestBirds
Sounds = atfnbi2a atfnbi2b atfnbi2c
Delay = 6000 12000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 95
Type = world everyone
End
AudioEvent Amb_TemperateForestTreesLoop
Sounds = atfwtre1a atfwtre1b atfwtre1c atfwtre1d
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 100
Type = world everyone
End
AudioEvent Amb_TemperateForestTrees
Sounds = atfwtre2a atfwtre2b atfwtre2c atfwtre2d atfwtre2e
Delay = 6000 12000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 95
Type = world everyone
End
AudioEvent Amb_TemperateMeadowBirdsLoop
Sounds = atmnbi1a atmnbi1b atmnbi1c atmnbi1d atmnbi1e atmnbi1f atmnbi1g atmnbi1h atmnbi1i atmnbi1j
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 75
Type = world everyone
End
AudioEvent Amb_TemperateMeadowBirdsLoop2
Sounds = atmnbi2a atmnbi2b atmnbi2c atmnbi2d atmnbi2e atmnbi2f atmnbi2g
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 85
Type = world everyone
End
AudioEvent Amb_TemperateMeadowBirds
Sounds = atmnbi3a atmnbi3b atmnbi3c atmnbi3d atmnbi3e atmnbi3f atmnbi3g atmnbi3h atmnbi3i
Delay = 6000 12000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 85
Type = world everyone
End
AudioEvent Amb_UrbanChinaCourtyardLoop
Sounds = auccamba auccambb auccambc auccambd
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 125
MaxRange = 800
Volume = 75
Type = world everyone
End
AudioEvent Amb_UrbanChinaCourtyardBirds
Sounds = auccbi1a auccbi1b auccbi1c auccbi1d auccbi1e auccbi1f auccbi1g auccbi1g auccbi1h auccbi1i
Delay = 6000 12000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 75
Type = world everyone
End
AudioEvent Amb_UrbanChinaCourtyardChimes
Sounds = auccch1a auccch1b auccch1c auccch1d
Delay = 6000 12000
Control = loop all random
Priority = LOWEST
Limit = 2
; MinRange = 200
; MaxRange = 600
Volume = 60
Type = world everyone
End
AudioEvent Amb_UrbanChinaCourtyardWallaLoop
Sounds = auccwala auccwalb auccwalc
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 75
Type = world everyone
End
AudioEvent Amb_WaterFountainLoop
Sounds = awatfo1a awatfo1b awatfo1c awatfo1d
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 30
Volume = 25
MinRange = 75
MaxRange = 700
Type = world everyone
End
AudioEvent Amb_WaterLakeAmbientLoop
Sounds = awatla1a awatla1b awatla1c awatla1d awatla1e
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 70
Type = world everyone
End
AudioEvent Amb_WaterLakeLappingLoop
Sounds = awatla2a awatla2b awatla2c awatla2d awatla2e awatla2f awatla2g
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
MinRange = 75
MaxRange = 700
Volume = 65
Type = world everyone
End
AudioEvent Amb_WaterLakeLapping
Sounds = awatla3a awatla3b awatla3c awatla3d
Delay = 6000 15000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 70
Type = world everyone
End
AudioEvent Amb_TemperateTownDayAmbientLoop
Sounds = attdamba attdambb attdambc attdambd attdambe attdambf
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
Volume = 100
MinRange = 75
MaxRange = 800
Type = world everyone
End
AudioEvent Amb_TemperateTownDayPigDog
Sounds = attddoga attddogb attddogc
Delay = 8000 20000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 60
Type = world everyone
End
AudioEvent Amb_TemperateTownDayPig
Sounds = attdpiga attdpigb attdpigc
Delay = 8000 20000
Control = loop all random
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 60
Type = world everyone
End
AudioEvent Amb_DesertVillageMilitary
Control = loop all random
Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 200
; MaxRange = 600
Volume = 65
Type = world shrouded everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWavesLake
Control = loop all
Sounds = awavlaka awavlakb awavlakc awavlakd awavlake
Priority = LOWEST
VolumeShift = -10
; MinRange = 100
; MaxRange = 300
PitchShift = -15 0
Delay = 3000 5000
Volume = 45
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWavesOcean1
Control = loop all random
Sounds = awocwava awocwavb awocwavc awocwavd
Delay = 4000 8000
Priority = LOWEST
Volume = 70
Limit = 2
PitchShift = -10 10
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientRiver
Control = loop all random
Sounds = ariver1a ariver1b ariver1c
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 100
; MaxRange = 400
Volume = 45
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWindCold
Control = loop random
Priority = LOWEST
Volume = 60
VolumeShift = -10
PitchShift = -10 10
; MinRange = 100
; MaxRange = 300
Delay = 4000 8000
Sounds = awind3a awind3b
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWindMountain
Control = loop random
Priority = LOWEST
Volume = 60
VolumeShift = -10
PitchShift = -10 10
; MinRange = 100
; MaxRange = 300
Delay = 4000 8000
Sounds = awind2a awind2b awind2c
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientDogBarking
Sounds = adog01a adog01b adog01c
Control = loop random
Priority = LOWEST
Volume = 65
VolumeShift = -10
PitchShift = -5 5
Delay = 6000 10000
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientNightOwl
Sounds = aowl01a aowl01b aowl01c aowl01d aowl01e aowl01f
Control = loop random
Priority = LOWEST
Volume = 60
VolumeShift = -10
PitchShift = -5 5
Delay = 6000 10000
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientWindDesert
Sounds = awind1a awind1b awind1c
Control = loop random
Priority = LOWEST
Volume = 60
VolumeShift = -10
PitchShift = -10 10
Delay = 3000 7000
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientMeadow
Control = loop all random
Sounds = ameado1a ameado1b ameado1c
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 100
; MaxRange = 500
Volume = 50
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientMarsh
Control = loop all random
Sounds = amarsh1a amarsh1b amarsh1c amarsh1d amarsh1e amarsh1f amarsh1g amarsh1h
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 100
; MaxRange = 500
Volume = 50
Type = world everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientArabMarket1
Control = loop all random
Sounds = amarke1a amarke1b amarke1c amarke1d amarke1e
Attack = amarke1f
Decay = amarke1g
Priority = LOWEST
; MinRange = 100
; MaxRange = 200
Volume = 45
Limit = 2
PitchShift = -5 5
Type = world shrouded everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientArabMarket2
Control = loop all random
Sounds = amarke2a amarke2a amarke2b amarke2c amarke2c amarke2d amarke2d amarke2e amarke2e
Priority = LOWEST
Attack = amarke2f
Decay = amarke2g
; MinRange = 100
; MaxRange = 200
Volume = 45
Limit = 2
PitchShift = -5 5
Type = world shrouded everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientArabMarket3
Control = loop all random
Sounds = amarke3a amarke3b amarke3c amarke3d amarke3e
Priority = LOWEST
Attack = amarke3f
Decay = amarke3g
; MinRange = 100
; MaxRange = 200
Volume = 45
Limit = 2
PitchShift = -5 5
Type = world shrouded everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientVillage1
Control = loop all random
Sounds = avill01a avill01b avill01c avill01d avill01e
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 100
; MaxRange = 200
Volume = 50
Type = world shrouded everyone
End
;=====TEMPORARY- CUT THESE ONCE TRANSITION IS MADE====
AudioEvent AmbientGLABase
Control = loop all random
Sounds = aglab01a aglab01b aglab01c aglab01d aglab01e
Priority = LOWEST
Limit = 2
PitchShift = -5 5
; MinRange = 100
; MaxRange = 500
Volume = 50
Type = world shrouded everyone
End
;============================================
;------------ CINEMATIC SOUNDS---------------
;============================================
AudioEvent Cin_ParadeAmbientLoop
Control = loop all random
Sounds = cparamba cparambb cparambc
Priority = lowest
Limit = 2
; MinRange = 100
; MaxRange = 500
Volume = 90
Type = world everyone
End
AudioEvent Cin_ParadeMarchingLoop
Control = loop all random
Sounds = cparmara cparmarb cparmarc cparmard
Priority = lowest
Limit = 2
MinRange = 100
Volume = 80
Type = world everyone
End
AudioEvent Cin_ParadeTank1
Sounds = cparta1a cparta1b cparta1c
Control = random
Priority = low
Limit = 2
; MinRange = 100
; MaxRange = 500
PitchShift = -5 5
VolumeShift= -10
Volume = 85
Type = world everyone
End
AudioEvent Cin_ParadeTank2
Sounds = cparta2a cparta2b cparta2c cparta2d
Control = random
Priority = low
Limit = 2
; MinRange = 100
; MaxRange = 500
PitchShift = -5 5
VolumeShift= -10
Volume = 70
Type = world everyone
End
AudioEvent Cin_ParadeTank3
Sounds = cparta3a cparta3b cparta3c
Control = random
Priority = low
Limit = 2
; MinRange = 100
; MaxRange = 500
PitchShift = -5 5
VolumeShift= -10
Volume = 85
Type = world everyone
End
AudioEvent Cin_ParadePanicFemaleLoop
Sounds = cparpa1a cparpa1b cparpa1c cparpa1d cparpa1e
Control = random loop all
Priority = low
Limit = 2
PitchShift = -5 5
VolumeShift= -10
Volume = 90
Type = world everyone
End
AudioEvent Cin_ParadeCrowdLoop
Sounds = cparcr2a cparcr2b cparcr2c
Attack = cparcr1a
Decay = cparcr3a
Control = random loop all
Priority = low
Limit = 2
MinRange = 200
MaxRange = 800
VolumeShift= -10
Volume = 85
Type = world everyone
End
AudioEvent Cin_NukeAftermathAmbientFX
Sounds = caftefxa caftefxb caftefxc caftefxd caftefxe
Control = random loop all
Priority = low
Delay =2000 4000
Limit = 2
MinRange = 200
PitchShift = -5 5
VolumeShift= -10
Volume = 75
Type = world everyone
End
AudioEvent Cin_NukeAftermathAmbientLoop
Sounds = caftlo2a caftlo2b caftlo2c
Control = random loop all
Priority = low
Attack = caftlo1a
Decay = caftlo3a
Limit = 2
; MinRange = 200
; MaxRange = 600
PitchShift = -5 5
VolumeShift= -10
Volume = 70
Type = world everyone
End
AudioEvent CivilianPanicFemale
Sounds = gpanfema gpanfemb gpanfemc
Volume = 65
VolumeShift = -20
Limit = 2
Type = world shrouded everyone
End
AudioEvent CivilianPanicMale
Sounds = gpanmala gpanmalb gpanmalc
Volume = 65
VolumeShift = -20
Limit = 2
Type = world shrouded everyone
End
AudioEvent LoadScreenAmbient
Sounds = uloalo2a uloalo2b uloalo2d ;uloalo2c
Attack = uloalo1a
Decay = uloalo3a
Control = loop
Volume = 80
Limit = 1
Type = ui everyone
End
AudioEvent Cin_BridgeDemoChargeBeep
Sounds = cbribeea
Control = loop
Priority = high
Delay = 500 500
; MinRange = 100
; MaxRange = 500
Volume = 60
Type = world shrouded everyone
End
AudioEvent Cin_ScudStormLaunchAlertLoop
Sounds = cscudala
Control = loop
Priority = high
Delay = 400 400
; MinRange = 100
; MaxRange = 500
Volume = 60
Type = world shrouded everyone
End
AudioEvent Cin_BaseAlarm
Sounds = cbaseala
Priority = high
; MinRange = 200
; MaxRange = 1200
Volume = 90
Type = world shrouded everyone
End
AudioEvent Cin_MissileLaunchAlarm
Sounds = cscudalb
Priority = high
Volume = 100
Type = world shrouded everyone
End
AudioEvent ParachuteOpen
Sounds = gparacha gparachb gparachc
Priority = low
PitchShift = -10 10
VolumeShift = -15
Volume = 90
Type = world shrouded everyone
End
AudioEvent VehicleSnipeVictim
Sounds = gvehsnia
Priority = high
VolumeShift = -15
Volume = 70
Type = world shrouded everyone
End
AudioEvent CIAIntelligenceActivate
Sounds = sciainte
Priority = high
MinRange = 200
MaxRange = 1000
Volume = 100
Type = world player
End
AudioEvent RemoteDemoChargeExplosion
Sounds = icolexpa
Control = interrupt random
VolumeShift = -15
PitchShift = -15 15
Volume = 90
Limit = 3
Priority = high
LowPassCutoff = 50
Type = world shrouded everyone
End
AudioEvent RadarVanScan
Sounds = vradscan
Priority = high
MinRange = 200
MaxRange = 800
Volume = 90
Type = world player
End
;***************************************
;****** Cinematic-only sound ***********
;***************************************
AudioEvent CINE_DaisyCutterWeapon
Control = loop
Sounds = vdaiweaa
LoopCount = 6
Limit = 2
Priority = high
PitchShift = -5 5
VolumeShift = -15
Volume = 60 ;do not modify -mp
Type = world shrouded everyone
End
AudioEvent Cin_NukeTruckMoveStart
Sounds = ctrustaa
Control = random
PitchShift = -2 2
Delay = 0 600
VolumeShift= -10
Volume = 85
Priority = low
Type = world shrouded everyone
End
AudioEvent NukeTruckMoveLoop
Control = loop all random
; Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d
; Attack = ctrulo1a
; Decay = ctrulo3a
Sounds = ctr2lo2a ctr2lo2b
Attack = ctr2lo1a
Decay = ctr2lo3a
VolumeShift = -10
Volume = 70
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_MigFalling
Sounds = cmigfala
Priority = high
Volume = 100
Type = world player
End
AudioEvent Cin_SonicBoom
Sounds = csonicbo
Priority = high
Volume = 90
Type = ui
End
AudioEvent Cin_BattleSweetener
Sounds = cbattlea cbattleb cbattlec cbattled cbattlee cbattlef
Control = random
Priority = high
Volume = 100
VolumeShift = -2
PitchShift = -10 10
LowPassCutoff = 50
Type = world everyone
End
AudioEvent Cin_TrainFalling
Sounds = ctrafall
Priority = high
Volume = 100
Type = ui
End
AudioEvent Cin_TrainBraking
Sounds = ctrabrak
Priority = high
Volume = 90
Type = world shrouded everyone
End
AudioEvent Cin_TrainSteamRelease
Sounds = ctrastea
Priority = high
Volume = 90
Type = world shrouded everyone
End
AudioEvent Cin_BaikonurRocketAmbientLoop
Control = loop all random
Sounds = croclo2a croclo2b croclo2c croclo2d
Attack = croclo1a
Decay = croclo3a
VolumeShift = -10
Volume = 105
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_BaikonurRocketPadHissLoop
Control = loop all random
Sounds = bneutlo2a bneutlo2b bneutlo2c
Attack = bneutlo1a
PitchShift = -2 2
Volume = 55
Priority = low
Type = world shrouded everyone
End
AudioEvent Cin_InfantryFallingA
Sounds = cinffala
Volume = 100
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_InfantryFallingB
Sounds = cinffalb
Volume = 100
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_InfantryFallingC
Sounds = cinffalc
Volume = 100
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_InfantryFallingD
Sounds = cinffald
Volume = 100
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_BaikonurMissileFlyBy
Sounds = crocflya
Priority = high
Volume = 150
Type = ui
End
AudioEvent Cin_BaikonurMissileBreakApart
Sounds = crocbrea
Priority = high
Volume = 150
Type = ui
End
AudioEvent Cin_BaikonurGLACheerSquad
Control = loop all random
Sounds = ianglo2a ianglo2b ianglo2c ianglo2d
Attack = ianglo1a
Decay = ianglo3a
Priority = normal
Limit = 2
PitchShift = -5 5
Volume = 80
Type = world shrouded everyone
End
AudioEvent Cin_AngryMobAmbientLoop
Control = loop all random
Sounds = ianglo2a ianglo2b ianglo2c ianglo2d
Attack = ianglo1a
Decay = ianglo3a
Priority = normal
Limit = 2
PitchShift = -5 5
Volume = 80
Type = world shrouded everyone
End
AudioEvent RadarPing
Sounds = uradarpi
Priority = high
Volume = 50
Type = ui player
End
AudioEvent BaikonurTruckMoveLoop
Control = loop all random
Sounds = ctrulo2a ctrulo2b ctrulo2c ctrulo2d
Attack = ctrulo1a
Decay = ctrulo3a
VolumeShift = -10
Volume = 55
Limit = 2
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_TankAmbientLoop
Control = loop all random
Sounds = ctanlo2a ctanlo2b
Attack = ctanlo1a
Decay = ctanlo3a
Priority = lowest
Limit = 2
MinRange = 200
MaxRange = 3000
PitchShift = -15 15
VolumeShift = -10
Volume = 80
Type = world everyone
End
AudioEvent Cin_ScudMissileIncoming
Sounds = cscuinco
Priority = high
Volume = 90
Type = world shrouded everyone
End
AudioEvent JetSkid
Sounds = gjetskia gjetskib
Control = random
Priority = low
Volume = 45
VolumeShift = -10
PitchShift = -5 5
Limit = 2
Type = world shrouded everyone
End
AudioEvent GLADemoChargeAlarm
Sounds = gdembeep
Priority = high
Volume = 85
Limit = 2
Type = world shrouded everyone
End
AudioEvent Cin_BaseAlarmChina06
Sounds = cbaseala
Priority = high
; MaxRange = 1200
Volume = 125
Type = world shrouded everyone
End
AudioEvent Cin_JarmenLaugh
Sounds = cjarmlau
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_JarmenHeart
Sounds = cjarmhea cjarmheb
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_JarmenPant
Sounds = cjarmpant
Priority = high
Type = world shrouded everyone
End
AudioEvent Cin_NukeWhoosh
Sounds = cnukewho
Priority = high
Limit = 1
Volume = 90
MinRange = 500
MaxRange = 5000
Type = world shrouded everyone
End
AudioEvent Cin_DirtRollingLoop
Control = loop all random
Sounds = cdirlo2a cdirlo2b cdirlo2c
Attack = cdirlo1a
Decay = cdirlo3a
Priority = lowest
Limit = 2
MinRange = 200
MaxRange = 3000
PitchShift = -15 15
VolumeShift = -10
Volume = 60
Type = world everyone
End
AudioEvent EmergencyRepairActivate
Sounds = srepaira
Priority = high
Volume = 100
MinRange = 200
MaxRange = 1000
Type = world shrouded everyone
End
AudioEvent CheerGLA
Sounds = ucheergl
Priority = high
Volume = 100
Type = ui everyone
End
AudioEvent UnderConstructionLoop
Control = loop all random
Sounds = gconlo2a gconlo2b gconlo2c gconlo2d gconlo2e gconlo2f
Attack = gconlo1a
Decay = gconlo3a
Priority = lowest
Limit = 2
MinRange = 100
MaxRange = 1000
VolumeShift = -10
Volume = 80
Type = world shrouded everyone
End
AudioEvent CashHackActivate
Sounds = scashhac
Priority = high
Volume = 100
MinRange = 200
MaxRange = 1000
Type = world shrouded everyone
End
AudioEvent Cin_TrainRunningLoop
Control = loop all random
Sounds = gtralo2a gtralo2b gtralo2c
Attack = gtralo1a
Decay = gtralo3a
MinRange = 500
MaxRange = 4000
Volume = 175
Limit = 1
Priority = normal
Type = world shrouded everyone
End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
;
; Operation: Thunder Storm
; SoundEffects.ini
;
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
AudioEvent Amb_SandStorm
Sounds = awind1a awind1b awind1c
Control = loop interrupt
Limit = 1
Priority = high
Volume = 120
VolumeShift = -20
PitchShift = -5 5
Type = world shrouded everyone
End