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sounds.dat
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2002-07-08
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; SOUNDS.DAT ZONE 023
; ZONE TYPE: TOMB
; UPDATED: 07-08-2002
;
; TOMB ZONE TERRAIN:
; underground winds
; earthen groans & rumbles
; rock & pebble slides
; steam hisses
; water drips
; bat wingflaps & squeaks
; dry ice shrieks
; undead voices
;
; SOUND FORMAT
; Type, Sound, Period, Chance, Volume, Start Time, End Time, Weather
; SHAPE FORMAT
; Shape (0 = RECT, 1 = CIRCLE)
; (Rect [0]) Left, Top, Right, Bottom
; (Circ [1]) X, Y, Radius
; ===================================================================
[SoundRegion00]
Name=00 - global ambience
Color=0
; Sound00=ZONE-SPECIFIC AMBIENCE LOOP
Sound00=2, 581, 0, 100, 100, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion01]
Name=01 - underground winds 1
Color=0
; Sound00=UNDERGROUND WIND 1, VOLUME 1
; Sound01=UNDERGROUND WIND 1, VOLUME 2
; Sound02=UNDERGROUND WIND 2, VOLUME 1
; Sound03=UNDERGROUND WIND 2, VOLUME 2
; Sound04=UNDERGROUND WIND 3, VOLUME 1
; Sound05=UNDERGROUND WIND 3, VOLUME 2
; Sound06=UNDERGROUND WIND 4, VOLUME 1
; Sound07=UNDERGROUND WIND 4, VOLUME 2
; Sound08=UNDERGROUND WIND 5, VOLUME 1
; Sound09=UNDERGROUND WIND 5, VOLUME 2
; Sound10=UNDERGROUND WIND 6, VOLUME 1
; Sound11=UNDERGROUND WIND 6, VOLUME 2
; period values selected to avoid sounds always being 'in step'
; 15, 17, 19, 23, 25, 29, 31, 37, 41, 43, 47, 53
; period/chance values distributed to increase variability
; v1, v12, v2, v11, v3, v10, v4, v9, v5, v8, v6, v7
; chance values selected to complement the spread of period values
; v12: 100%, step down by 4s, v1: 56%
; volume values scaled to balance high-pitched winds with low-pitched winds
Sound00=1, 582, 015, 056, 045, 0, 0, 0
Sound01=1, 582, 053, 100, 015, 0, 0, 0
Sound02=1, 583, 017, 060, 045, 0, 0, 0
Sound03=1, 583, 047, 096, 015, 0, 0, 0
Sound04=1, 584, 019, 064, 042, 0, 0, 0
Sound05=1, 584, 043, 092, 014, 0, 0, 0
Sound06=1, 585, 023, 068, 042, 0, 0, 0
Sound07=1, 585, 041, 088, 014, 0, 0, 0
Sound08=1, 586, 025, 072, 039, 0, 0, 0
Sound09=1, 586, 037, 084, 013, 0, 0, 0
Sound10=1, 587, 029, 076, 039, 0, 0, 0
Sound11=1, 587, 031, 080, 013, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion02]
Name=02 - underground winds 2
Color=0
; same sounds/periods/chances as underground winds 1
; sound values distributed to increase variability
Sound00=1, 587, 015, 056, 036, 0, 0, 0
Sound01=1, 587, 053, 100, 012, 0, 0, 0
Sound02=1, 586, 017, 060, 036, 0, 0, 0
Sound03=1, 586, 047, 096, 012, 0, 0, 0
Sound04=1, 585, 019, 064, 033, 0, 0, 0
Sound05=1, 585, 043, 092, 011, 0, 0, 0
Sound06=1, 584, 023, 068, 033, 0, 0, 0
Sound07=1, 584, 041, 088, 011, 0, 0, 0
Sound08=1, 583, 025, 072, 030, 0, 0, 0
Sound09=1, 583, 037, 084, 010, 0, 0, 0
Sound10=1, 582, 029, 076, 030, 0, 0, 0
Sound11=1, 582, 031, 080, 010, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion03]
Name=03 - earthen groans & rumbles
Color=0
; Sound00=EARTHEN GROAN 1, VOLUME 1
; Sound01=EARTHEN GROAN 1, VOLUME 2
; Sound02=EARTHEN GROAN 2, VOLUME 1
; Sound03=EARTHEN GROAN 2, VOLUME 2
; Sound04=EARTHEN GROAN 3, VOLUME 1
; Sound05=EARTHEN GROAN 3, VOLUME 2
; Sound06=EARTHEN RUMBLE 1, VOLUME 1
; Sound07=EARTHEN RUMBLE 1, VOLUME 2
; Sound08=EARTHEN RUMBLE 2, VOLUME 1
; Sound09=EARTHEN RUMBLE 2, VOLUME 2
; Sound10=EARTHEN RUMBLE 3, VOLUME 1
; Sound11=EARTHEN RUMBLE 3, VOLUME 2
; period values selected to avoid sounds always being 'in step'
; 19, 23, 25, 29, 31, 37, 41, 43, 47, 53, 59, 61
; period/chance values distributed to increase variability
; v1, v12, v2, v11, v3, v10, v4, v9, v5, v8, v6, v7
; chance values selected to complement the spread of period values
; v12: 100%, step down by 2s, v1: 78%
Sound00=1, 588, 019, 078, 120, 0, 0, 0
Sound01=1, 588, 061, 100, 040, 0, 0, 0
Sound02=1, 589, 023, 080, 120, 0, 0, 0
Sound03=1, 589, 059, 098, 040, 0, 0, 0
Sound04=1, 590, 025, 082, 120, 0, 0, 0
Sound05=1, 590, 053, 096, 040, 0, 0, 0
Sound06=1, 591, 029, 084, 120, 0, 0, 0
Sound07=1, 591, 047, 094, 040, 0, 0, 0
Sound08=1, 592, 031, 086, 120, 0, 0, 0
Sound09=1, 592, 043, 092, 040, 0, 0, 0
Sound10=1, 593, 037, 088, 120, 0, 0, 0
Sound11=1, 593, 041, 090, 040, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion04]
Name=04 - rock & pebble slides
Color=0
; Sound00=ROCK SLIDE 1, VOLUME 1
; Sound01=ROCK SLIDE 1, VOLUME 2
; Sound02=ROCK SLIDE 2, VOLUME 1
; Sound03=ROCK SLIDE 2, VOLUME 2
; Sound04=ROCK SLIDE 3, VOLUME 1
; Sound05=ROCK SLIDE 3, VOLUME 2
; Sound06=PEBBLE SLIDE 1, VOLUME 1
; Sound07=PEBBLE SLIDE 1, VOLUME 2
; Sound08=PEBBLE SLIDE 2, VOLUME 1
; Sound09=PEBBLE SLIDE 2, VOLUME 2
; Sound10=PEBBLE SLIDE 3, VOLUME 1
; Sound11=PEBBLE SLIDE 3, VOLUME 2
; period values selected to avoid sounds always being 'in step'
; 11, 13, 15, 17, 19, 23, 25, 29, 31, 37, 41, 43
; period/chance values distributed to increase variability
; v1, v12, v2, v11, v3, v10, v4, v9, v5, v8, v6, v7
; chance values selected to complement the spread of period values
; v12: 80%, step down by 4s, v1: 36%
Sound00=1, 594, 011, 036, 024, 0, 0, 0
Sound01=1, 594, 043, 080, 008, 0, 0, 0
Sound02=1, 595, 013, 040, 024, 0, 0, 0
Sound03=1, 595, 041, 076, 008, 0, 0, 0
Sound04=1, 596, 015, 044, 024, 0, 0, 0
Sound05=1, 596, 037, 072, 008, 0, 0, 0
Sound06=1, 597, 017, 048, 018, 0, 0, 0
Sound07=1, 597, 031, 068, 006, 0, 0, 0
Sound08=1, 598, 019, 052, 018, 0, 0, 0
Sound09=1, 598, 029, 064, 006, 0, 0, 0
Sound10=1, 599, 023, 056, 018, 0, 0, 0
Sound11=1, 599, 025, 060, 006, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion05]
Name=05 - steam hisses
Color=0
; Sound00=STEAM HISS 1, VOLUME 1
; Sound01=STEAM HISS 1, VOLUME 2
; Sound02=STEAM HISS 2, VOLUME 1
; Sound03=STEAM HISS 2, VOLUME 2
; period values selected to avoid sounds always being 'in step'
; 47, 53, 59, 61
; period/chance values distributed to increase variability
; v1, v4, v2, v3
; chance values selected to complement the spread of period values
; v4: 40%, step down by 8s, v1: 12%
Sound00=1, 013, 047, 016, 018, 0, 0, 0
Sound01=1, 013, 061, 040, 006, 0, 0, 0
Sound02=1, 014, 053, 024, 018, 0, 0, 0
Sound03=1, 014, 059, 032, 006, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion06]
Name=06 - water drips
Color=0
; Sound00=WATER DRIP 1, VOLUME 1
; Sound01=WATER DRIP 1, VOLUME 2
; Sound02=WATER DRIP 2, VOLUME 1
; Sound03=WATER DRIP 2, VOLUME 2
; Sound04=WATER DRIP 3, VOLUME 1
; Sound05=WATER DRIP 3, VOLUME 2
; Sound06=WATER DRIP 4, VOLUME 1
; Sound07=WATER DRIP 4, VOLUME 2
; Sound08=WATER DRIP 5, VOLUME 1
; Sound09=WATER DRIP 5, VOLUME 2
; Sound10=WATER DRIP 6, VOLUME 1
; Sound11=WATER DRIP 6, VOLUME 2
; Sound12=WATER DRIP 7, VOLUME 1
; Sound13=WATER DRIP 7, VOLUME 2
; Sound14=WATER DRIP 8, VOLUME 1
; Sound15=WATER DRIP 8, VOLUME 2
; period values selected to avoid sounds always being 'in step'
; 19, 23, 25, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79
; period/chance values distributed to increase variability
; v1, v16, v2, v15, v3, v14, v4, v13, v5, v12, v6, v11, v7, v10, v8, v9
; chance values selected to complement the spread of period values
; v16: 80%, step down by 2s, v1: 50%
Sound00=1, 122, 019, 050, 018, 0, 0, 0
Sound01=1, 122, 079, 080, 006, 0, 0, 0
Sound02=1, 123, 023, 052, 018, 0, 0, 0
Sound03=1, 123, 073, 078, 006, 0, 0, 0
Sound04=1, 124, 025, 054, 018, 0, 0, 0
Sound05=1, 124, 071, 076, 006, 0, 0, 0
Sound06=1, 125, 029, 056, 018, 0, 0, 0
Sound07=1, 125, 067, 074, 006, 0, 0, 0
Sound08=1, 126, 031, 058, 018, 0, 0, 0
Sound09=1, 126, 061, 072, 006, 0, 0, 0
Sound10=1, 127, 037, 060, 018, 0, 0, 0
Sound11=1, 127, 059, 070, 006, 0, 0, 0
Sound12=1, 128, 041, 062, 018, 0, 0, 0
Sound13=1, 128, 053, 068, 006, 0, 0, 0
Sound14=1, 129, 043, 064, 018, 0, 0, 0
Sound15=1, 129, 047, 066, 006, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion07]
Name=07 - bat wingflaps & squeaks
Color=0
; Sound00=BAT WINGFLAP 1, VOLUME 1
; Sound01=BAT WINGFLAP 1, VOLUME 2
; Sound02=BAT WINGFLAP 2, VOLUME 1
; Sound03=BAT WINGFLAP 2, VOLUME 2
; Sound04=BAT SQUEAK 1, VOLUME 1
; Sound05=BAT SQEUAK 1, VOLUME 2
; Sound06=BAT SQUEAK 2, VOLUME 1
; Sound07=BAT SQEUAK 2, VOLUME 2
; Sound08=BAT SQUEAK 3, VOLUME 1
; Sound09=BAT SQEUAK 3, VOLUME 2
; Sound10=BAT SQUEAK 4, VOLUME 1
; Sound11=BAT SQEUAK 4, VOLUME 2
; period values selected to avoid sounds always being 'in step'
; 25, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71
; period/chance values distributed to increase variability
; v1, v12, v2, v11, v3, v10, v4, v9, v5, v8, v6, v7
; chance values selected to complement the spread of period values
; v12: 60%, step down by 4s, v1: 16%
Sound00=1, 130, 025, 016, 024, 0, 0, 0
Sound01=1, 130, 071, 060, 008, 0, 0, 0
Sound02=1, 189, 029, 020, 024, 0, 0, 0
Sound03=1, 189, 067, 056, 008, 0, 0, 0
Sound04=1, 190, 031, 024, 012, 0, 0, 0
Sound05=1, 190, 061, 052, 004, 0, 0, 0
Sound06=1, 191, 037, 028, 012, 0, 0, 0
Sound07=1, 191, 059, 048, 004, 0, 0, 0
Sound08=1, 192, 041, 032, 012, 0, 0, 0
Sound09=1, 192, 053, 044, 004, 0, 0, 0
Sound10=1, 193, 043, 036, 012, 0, 0, 0
Sound11=1, 193, 047, 040, 004, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion08]
Name=08 - ice shrieks
Color=0
; Sound00=ICE SHRIEK 1
; Sound01=ICE SHRIEK 2
; Sound02=ICE SHRIEK 3
; Sound03=ICE SHRIEK 4
; Sound04=ICE SHRIEK 5
; Sound05=ICE SHRIEK 6
; Sound06=ICE SHRIEK 7
; Sound07=ICE SHRIEK 8
; Sound08=ICE SHRIEK 9
; Sound09=ICE SHRIEK 10
; Sound10=ICE SHRIEK 11
; Sound11=ICE SHRIEK 12
; period values selected to avoid sounds always being 'in step'
; 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79
; chance values selected to complement the spread of period values
; v12: 60%, step down by 4s, v1: 16%
Sound00=1, 194, 031, 016, 016, 0, 0, 0
Sound01=1, 195, 037, 020, 016, 0, 0, 0
Sound02=1, 196, 041, 024, 016, 0, 0, 0
Sound03=1, 197, 043, 028, 016, 0, 0, 0
Sound04=1, 198, 047, 032, 016, 0, 0, 0
Sound05=1, 199, 053, 036, 016, 0, 0, 0
Sound06=1, 200, 059, 040, 016, 0, 0, 0
Sound07=1, 201, 061, 044, 016, 0, 0, 0
Sound08=1, 202, 067, 048, 016, 0, 0, 0
Sound09=1, 203, 071, 052, 016, 0, 0, 0
Sound10=1, 204, 073, 056, 016, 0, 0, 0
Sound11=1, 209, 079, 060, 016, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion09]
Name=09 - undead voices
Color=0
; Sound00=UNDEAD VOICE 1, VOLUME 1
; Sound01=UNDEAD VOICE 1, VOLUME 2
; Sound02=UNDEAD VOICE 2, VOLUME 1
; Sound03=UNDEAD VOICE 2, VOLUME 2
; Sound04=UNDEAD VOICE 3, VOLUME 1
; Sound05=UNDEAD VOICE 3, VOLUME 2
; Sound06=UNDEAD VOICE 4, VOLUME 1
; Sound07=UNDEAD VOICE 4, VOLUME 2
; Sound08=UNDEAD VOICE 5, VOLUME 1
; Sound09=UNDEAD VOICE 5, VOLUME 2
; Sound10=UNDEAD VOICE 6, VOLUME 1
; Sound11=UNDEAD VOICE 6, VOLUME 2
; period values selected to avoid sounds always being 'in step'
; 25, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71
; period/chance values distributed to increase variability
; v1, v12, v2, v11, v3, v10, v4, v9, v5, v8, v6, v7
; chance values selected to complement the spread of period values
; v12: 40%, step down by 2s, v1: 16%
Sound00=1, 210, 025, 016, 024, 0, 0, 0
Sound01=1, 210, 071, 040, 008, 0, 0, 0
Sound02=1, 211, 029, 018, 024, 0, 0, 0
Sound03=1, 211, 067, 038, 008, 0, 0, 0
Sound04=1, 212, 031, 022, 024, 0, 0, 0
Sound05=1, 212, 061, 036, 008, 0, 0, 0
Sound06=1, 213, 037, 024, 024, 0, 0, 0
Sound07=1, 213, 059, 034, 008, 0, 0, 0
Sound08=1, 214, 041, 026, 009, 0, 0, 0
Sound09=1, 214, 053, 032, 003, 0, 0, 0
Sound10=1, 215, 043, 028, 009, 0, 0, 0
Sound11=1, 215, 047, 030, 003, 0, 0, 0
Shape00=0, 0, 0, 65536, 65536
; ===================================================================
[SoundRegion10]
Name=10 - other
Color=0
; ===================================================================